Blender Wiki PDF Script Catalog

Blender Wiki PDF Script Catalog

Blender Wiki PDF Script Catalog

Blender Wiki PDF Script Catalog
This is an unofficial PDF version of the Blender Wiki PDF Script Catalog pages you can find here: http://wiki.blender.org/index.php/Scripts/Catalog I produced this PDF copy for my personal use since I needed it to learn using Blender offline, and I could not find an up to date alternative to my knowledge. I've read that Blender documentation is released under the Open Content License (http://opencontent.org/opl.shtml). This license is reported at the end of this pages, below. I am trying to stick to this licence, but i'm no licence expert: if you feel something is wrong, just let me know why and possibly how to fix.

About this PDF
I did not modify the content of the wiki pages except for removing the navigational parts typical of a web page, which are not needed in a "book", since you don't have to browse through web link, but scroll pages. In the same way, I converted other sections of the wiki to PDF and you can find them in the same place where this PDF was (see below). The Blender Wiki PDF Script Catalog is a collection of info, links and documentation about 400 scripts written for Blender. Many pages (and scripts) are no more updated while other are fresh new (some scrpts even ended up to be included in Blender rewritten as faster C code), but relevant informations about them will always be (or be added) here, so I think it makes sense to collect all these info in one big document to support the use and the knowledge of all this heritage. You may easily find many scripts you idn't know about, with all the info and often contacts, etc. I think Documenters do a great job, but their work goes easily unnoticed because of the high number of the single pages involved: they're hundreds! Discussing PDF conversion of the "Manual" wiki section other users, I explained that my "method" (using HTMLdoc, see http://www.htmldoc.org/) allows me to update the PDF with the actual web pages quite easily so I told that, if needed, it won't be difficult to update that PDF every month. Many people agreed, and that is what i'm trying to do. I hope that one day there will be an automatically generated PDF directly produced from the wiki. Until then, I plan to keep this PDF updated regularly, and possibly other useful sources of knowledge about Blender, found on its official wiki or web site. You should be able to know what's changed since the last release browsing here: http://wiki.blender.org/index.php/Special:Recentchangeslinked/Scripts/Catalog I wrote a small story of my conversion efforts for the first PDF i shared, the Blender Wiki PDF Manual, with details about the conversion process and issues i've found and partially resolved. If you want to read the whole story, download that document.

Known issues
I feel that many of the issues i know of are related to the complex HTML used in so many pages. I should eventually strip anything that is not needed, and could cause problems. • There are no PDF bookmarks: HTMLdoc can build PDF bookmarks using HTML Hx tags but i get strange results. I have to understand what's not working. • Many internal links are broken: some of them work and some do not. I don't know why. When they work, often they jump to the "previous" page they refer to. Try to advance of one page, in case. • There are strange symbols here and there: HTMLdoc is not UTF−8 compatible, it renders web pages using ISO−8859−x encodings. I use ISO−8859−1 since i think it's the best for english Language. New 03/11/2008 19.25.42 1

Open Content License

Open Content License

versions or other tools may improve this aspect, in the future. Is not something that makes text difficult to understand, though. • Some big images may exceed the width of the PDF page: this is due to HTMLdoc not resizing any image. In fact, i found that those images are badly formated also on the original wiki page. But, having HTMLdoc preserved the web link associated to any image that has one, you can simply click on those images and reach the web wiki site and download the original one. You're never stuck! :)

My modifications to wiki pages
The "processing" I'm referring to is, basically, remove graphical page headers, footers, navigational menus, and other minor html tags that could alter the PDF page structure or distract the eye from the real docs text and pics. The basic principle I follow is: I want to keep only the documentation text and pics, and external links if needed, without anything else, and keep the readability as best as I can. I hope to be able to be able to convert those wiki docs to pdf until there's a better alternative but, as web content can obviously change, something may go wrong. I can't double check all the pages any time. It will surely improve my Blender knowledge :D but there are simply too many pages. If you note some weirdness or broken section, let me know, i'll try to fix it.

Where to find this PDF
Up to now, you should be able to find it here: http://www.letworyinteractive.com/b/category/blender/. If any change should happen, i'll post on major forums/blogs for everyone to know.

Alternatives
There is no place like the Blender Wiki PDF Script Catalog, to my knowledge, nor an offline resource like this PDF. Of course, being the scripts developed by so many people around the world, there are many pages about them. Apart from freely use common search engines, one way could be use the info reported in the lender Wiki PDF Script Catalog to search other places where there could be updated informations, versions, or to contact the authors. Obviously, there are other books or tutorials or videos/dvd about Blender you can download or buy. They're all useful stuff. Here I am referring only to offline versions of the official Blender wiki pages.

How to contact me
I do this in the spare time so i can't spend too much time on it but if you want to suggest me improvements or other ways to do this, or alternatives, please feel free to do so. Here's how: "m.ardito" is the username and the domain is "libero.it". you know how to use them ;). Please don't post the "reconstructed" address, in no web page, blog, mailing list or newsgroup, anywhere. I already have enough spam to deal with! Thanks. Have fun! Marco Ardito

Open Content License
OpenContent License (OPL) Version 1.0, July 14, 1998. This document outlines the principles underlying the OpenContent (OC) movement and may be redistributed provided it remains unaltered. For legal purposes, this document is the license under which OpenContent is made available for use.

03/11/2008 19.25.42

2

Open Content License

Open Content License

The original version of this document may be found at http://opencontent.org/opl.shtml LICENSE Terms and Conditions for Copying, Distributing, and Modifying Items other than copying, distributing, and modifying the Content with which this license was distributed (such as using, etc.) are outside the scope of this license. 1. You may copy and distribute exact replicas of the OpenContent (OC) as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the OC a copy of this License along with the OC. You may at your option charge a fee for the media and/or handling involved in creating a unique copy of the OC for use offline, you may at your option offer instructional support for the OC in exchange for a fee, or you may at your option offer warranty in exchange for a fee. You may not charge a fee for the OC itself. You may not charge a fee for the sole service of providing access to and/or use of the OC via a network (e.g. the Internet), whether it be via the world wide web, FTP, or any other method. 2. You may modify your copy or copies of the OpenContent or any portion of it, thus forming works based on the Content, and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified content to carry prominent notices stating that you changed it, the exact nature and content of the changes, and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the OC or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License, unless otherwise permitted under applicable Fair Use law. These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the OC, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the OC, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Exceptions are made to this requirement to release modified works free of charge under this license only in compliance with Fair Use law where applicable. 3. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to copy, distribute or modify the OC. These actions are prohibited by law if you do not accept this License. Therefore, by distributing or translating the OC, or by deriving works herefrom, you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or translating the OC. NO WARRANTY 4. BECAUSE THE OPENCONTENT (OC) IS LICENSED FREE OF CHARGE, THERE

03/11/2008 19.25.42

3

Open Content License
IS NO WARRANTY FOR THE OC, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE OC "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK OF USE OF THE OC IS WITH YOU. SHOULD THE OC PROVE FAULTY, INACCURATE, OR OTHERWISE UNACCEPTABLE YOU ASSUME THE COST OF ALL NECESSARY REPAIR OR CORRECTION. 5. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MIRROR AND/OR REDISTRIBUTE THE OC AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE OC, EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

Open Content License

03/11/2008 19.25.42

4

Open Content License • Scroll Down For Scripts! • Here is the Manual with some useful information on using scripts. • Here is the Template to follow for adding to the Catalog. • Here is a brief Userguide/Notes to help you. • Note: • Ask for permission before editing this page. Please. • Hover on a script for it's tooltip. • The next planned major update will be for the Blender 2.48 release. • Most scripts listed as 2.45/6 work well with 2.47 • The scripts in the orange sections are generally best. recently updated: • System/4mm Layer Manager! Hot Item! • Add Mesh Toolkit • Export/Autodesk (.dxf) • CAD/ProCAD 2.5 (Italian) • Wizards/MakeHuman • Animation/camera_jitter • Wizards/Cloud Generator

Open Content License of using Blender measurements, so you can easier create meshes to scale Blender Starter Script Has multiple advantages for those who make games. Virtual Laptop Numpad Useful for those people who have a laptop without a separate keypad </div>

Create Add Mesh Torus • This Script creates a Torus Primitive. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Torus. • Press Torus. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Diamond'

Introduction

Create Add Mesh Diamond • This Script creates a Spindle Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Diamond. • Press Diamond. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Gear'

Introduction
Create Add Mesh Gear • This Script creates a Gear Primitive. • Copy the script to .blender/scripts. • Download & copy the script from the link above. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Gear. • Press Gear. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Create Add Mesh Hyperboloid • This Script creates a Hyperboloid Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Hyperboloid. • Press Hyperboloid. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Ladder'

Introduction
Create Add Mesh Ladder • This Script creates a Ladder Primitive. • Copy the script to .blender/scripts. • Download & copy the mesh_cube_wire.py script from the link above. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Ladder. • Press Ladder. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Instructions
Script Overview • This script makes Ladder Primitives. • Before you can use the script. • you must download the mesh_cube_wire.py script from, • http://www.atzibala.com/blender/cube_wire/ • Copy this script to your "bpymodules folder" • Then run the Ladder script. • You can also copy the mesh_cube_wire.py script • Into your .blender/scripts Folder to use as a standalone wire mesh script also. • Still to update the mesh_cube_wire.py script yet. documentation is a wip. 03/11/2008 19.25.42 24

Additional information: Press spacebar/mesh to find a new Primitive 'Octahedron'

Introduction

Create Add Mesh Octahedron • This Script creates a Octahedron Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Octahedron. • Press Octahedron. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Create Add Mesh Paraboloid • This Script creates a Paraboloid Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Paraboloid. • Press Paraboloid. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Pipe'

Introduction

Create Add Mesh Pipe • This Script creates a Pipe Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Pipe. • Press Pipe. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Pyramid'

Introduction

Create Add Mesh Pyramid • This Script creates a Pyramid Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Pyramid. • Press Pyramid. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Spindle'

Introduction

Create Add Mesh Spindle • This Script creates a Spindle Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Spindle. • Press Spindle. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Sqorus'

Introduction

Create Add Mesh Sqorus • This Script creates a Sqorus Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Sqorus. • Press Sqorus. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded. •|

Additional information: Press spacebar/mesh to find a new Primitive 'Star'

Introduction

Create Add Mesh Star • This Script creates a Star Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Star. • Press Star. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Bolt'

Introduction

Create Add Mesh Bolt_thread • This Script creates a Bolt_Thread Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Bolt. • Press Bolt. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Additional information: Press spacebar/mesh to find a new Primitive 'Wedge'

Introduction

Create Add Mesh Wedge • This Script creates a Wedge Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Wedge. • Press Wedge. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Introduction
Create Add Mesh Sculpt Mesh • This Script creates a Sculpt Mesh Primitive. • Copy the script to .blender/scripts. • Press the Space Bar. • Then Add. • Then Mesh. • Below the Monkey. • There is the Sculpt Mesh. • Press Sculpt Mesh. • To create the New Mesh. • This primitive was added in Blender. • As A Script, not Hardcoded.

Instructions
Script Information • This script creates a Multires object suitable for use in Second LifeÂ® • There are several scripts that accompany this script. • These scripts are related to the import & export of Second LifeÂ® primatives. • Also there are scripts related to the UV mapping of the Primitives. • These scripts are not limited to use with Second LifeÂ® & can be quite useful as stand alone scripts. • add_mesh_sculpt_mesh.py • export_lsl.py • import_sculptie.py • mesh_update_sculptie.py • render_sculptie.py • uvcalc_eac.py 03/11/2008 19.25.42 44

Open Content License

External Documentation

External Documentation
• There is good Documentation on the Author's Site Here: http://dominodesigns.info/second_life/blender_scripts_add_sculpt_mesh.html

voxelization of mesh objects • This script covers the Area of one Object. • With another Object. • Effects similar to the popular 'Cubism' are possible. • The script is not limited to Cubes. • Any Object can be used to cover the Area of another Object. • Area is the surface of the mesh, not the vertice count. • For quick reference, the amount of Voxelization. • Is dependent on the size of the "covering" Object. • A large cube may cover once. • A small cube will cover many times over. • More in the Instructions.

Instructions

03/11/2008 19.25.42

47

Open Content License

Cells v1.2

Using Cells v1.2 • Download the script & place it in Blender's default script folder. • Create two Objects. • One to be Voxelized (large or Target Object), • One to Cover the Area of the Target Mesh (usually Smaller). • Important At this stage each Mesh must be Converted to Triangles. • Select the first object, go to Edit Mode, press Ctrl T. • Or Mesh/Faces/Convert Object To Triangles. • Repeat for Both Objects.

Using Cells v1.2 • Now the preparation is done, we are ready to Voxelize the Objects. • Select Both Objects. • The script is found in Scripts/Object/Cells v1.2 • When you run the Script a pop up appears. • Choose Suzanne as the object to be voxelized. (Covered) • Choose hollow in the create voxel dialog. • You have just created your first (maybe) Voxelized mesh. • See below.

03/11/2008 19.25.42

48

Open Content License

Additional Information

Using Cells v1.2 • This was the result using a beveled cube. • Use any Object you like. • I will place a few more examples here. • There is some more to tell you about with this script. •| •|

Additional Information Known Issues
• The Mesh must be triangulated before it can be Voxelized. • The "Solid Setting" (undocumented as of now), Requires the mesh to be manifold. • From Michael Schardt: "In addition, for a solid voxelization the mesh has to be manifold (read: all edges are shared by exactly 2 faces) which simply means you have a closed volume (no holes in the surface and no "fans" where 3 or more faces share a common edge). Otherwise you coudn't define what's inside and what's outside the mesh and there'd be no volume to voxelize..." • Be careful when Using too complex meshes as this may cause lag or crash. • Always save your work before using scripts.

Create Docimal Vaults • This Script Creates Docimal Vaults. • A Vault is an architectural term for an arced form. • Often used to provide a space with a ceiling or roof. • Also resembling tents • Individual sections could be described as sails. • Many Styles of Vault can be created. • Make Vaults made of Triangles or Quads. • Real time Updates. • and more. • Let's have a look at the Interface.

Using Docimal Vaults 0.0.6 • Download the script & place it in Blender's default script folder. • Open the Script from the Scripts/Add Menu. • There will be a Vault created & the Menu will appear. • You can press S in Blender to scale the mesh now if you need. • Press the Real−time button • Change the resolution & press Set Smooth in Blender F9 • Experiment with the different settings in the Script Menu. • To add multiple Docimal vaults to the same scene. • You can Shift/D Duplicate in Blender. 03/11/2008 19.25.42 52

Open Content License • To edit the duplicate mesh with the Script. • Select the Vault to edit, Press Select in the script. • Note apply all textures After editing mesh.

• This Script Creates Curves between two Objects. • The curves are made at the object center. • The Script has no Interface. • You can use any two objects. • You can run the script multiple times. • On different Objects. • To create a mass of hanging curves. • If you have seen elephants dream. • You can tell where they may have used this script. • Experiment & have fun.

Instructions
Using Hang Curves 03/11/2008 19.25.42 54

Open Content License • Download then Open up hangcurve.blend • Shift Select the two default planes. • So both objects are selected. • In the Text Editor makehang.py will already be open. • Press Alt/P to run the script. • The default curve is made. • You can now add two or even 1 more object. • Select two Objects, Run the script again for multiple curves. • In the text editor you will notice comments in Green • Also Variables are listed in Blue. • You can experiment changing the Blue Variables. • To adjust the Size, Gravity, Thickness & much more. • Start with minor changes, then experiment for different results. • It is good practice with Text editor scripts to save a copy of the .blend. • So you can save your changes without harming the original file.

Implicit Skeleton • This script creates something like triangular metaballs. • If you create a low poly model in Blender • select it and run the script. • it will create a mesh based on the faces of the original mesh. • hence "implicit skeleton". • Be careful using this script, as it is slow & may cause crashes. • It is best to open the scrpt in the provided .blend. • The script is not limited to the default meshes, use any mesh you like. • More in the Instructions..

Open Content License • Create a simple Low Poly mesh. • Or test out the Provided Low Poly Meshes. • Select the low poly mesh. • Run the script to see the results. • Experiment with the different settings in the Script Menu. • To add multiple Implicit Skeletons to the same scene. • You can Shift/D Duplicate in Blender. • Keep settings low. • This script may cause crashes if settings are too high. • work in progess...

Known Issues

Known Issues
from Andy Houston • The output mesh triangles are separate. You have to do a remove doubles operation. • Doesn't work with Blender's native metaballs (and never will). • Can't control the parameters of each face in the skeleton mesh, one size fits all. • Only one skeleton mesh at a time. It is VERY SLOW at the moment, but seems to be fairly stable. It is also very far from being a useful modelling tool, but I hope to improve the speed and quality of the mesh. Currently, all the script does is convert the Blender mesh into a blobby, inflated facsimile of itself.

Notes
The actual underlying implicit algorithm is from Andrei Sherstyuk's Ph.D thesis "Convolution Surfaces in Computer Graphics", webpage here and the marching tetrahedrons polygoniser is an adaptation of J M Soler's polygonize.py, webpage here. JMS has a wealth of other useful tutorials and info for beginners and experts alike.

• A script to generate the five Platonic Polyhedrons. • and to rotate them freely along their principal axis. • Many Object types can be created. • Simple platonic objects. • Also much more Complex objects. • Numerical input for precise object creation. • Slider input for experimenting. • This script can add several useful primitive objects to Blender. • Lets look at the interface.

Create SaltShaker • This Script randomly moves selected mesh. • Shaking the mesh. • Often used to randomly place objects. • Scattering them around the scene. • Setting IPO keys can give good results. • This script can be used with the Dupliverts option. • Large numbers of Objects can also be used. • Explosions can be simulated. • and more. • Let's have a look at the Interface.

Using SaltShaker • Download the script & place it in Blender's default script folder. • Open the Script from the Scripts/Add Menu. • The Script GUI will appear. • Create several mesh objects. • ShiftSelect all the Objects you want to Shake. • Choose a preset from the Menu. • Or Experiment with the different settings in the Script Menu. • If you make a mistake or don't like the settings. 03/11/2008 19.25.42 62

Open Content License • You can Undo the last Changes. • The script uses the random module. • You can also animate the settings quite well. • The script has been tested with 100 objects & works very well.

Create Torus Knot • This Script creates a Torus Knot Primitive. • Open the script via the text editor. • Press Alt/P. • To see the result. • You can vary the result by making, • Small changes to the text numeric values. • The script is written in French. • Experimenting is the key. • If you get a great result, • you can save the text (file save as). • A new version of the script to keep your settings.

Create Torus Primitive • This Script creates a Torus Primitive. • Copy the script to .blender/scripts. • The script shows up in Scripts Misc • This script has many more options • Than you can find in the normal Torus object. • It is limited to donut shape. • But you can greatly modify the parameters. • This script can create a variety of shapes. • Experimenting is the key.

Introduction
Create Junkster Models • The Script covers the surface of a mesh. (sort of) • With pre defined objects. • There are many objects to use in Scene1

Using Junkster • Download the script & open junkster.blend • There is no Interface for this script. • In the Text editor bottom left large window. (CreateTest.py) • Press Alt/P to run the script. • You have made the default Junk. • To change the Junk Objects. • Close junkster.blend & start again. • Create a low poly mesh. • In the SCE: Scene window, choose scene1. • You can now see the available objects. • Experimentation is the key here. • Note: this script is not fully documented. • The wiki author has not yet defined all the functions.

Additional Information

03/11/2008 19.25.42

68

Open Content License

Credits

Credits
Thanks go to: • the team from Elephants Dream.

03/11/2008 19.25.42

69

Open Content License

Spiral From Shape

Spiral From Shape
About
Name Spiral From Shape Version License Blender N/A N/A 2.42a − 2.47

Create Spiral From Shape • This Script creates a Spirals from user defined shapes. • Select the shape for the contour of the spiral. • Open the script via the text editor. • Press Alt/P. • To see the result. • You can vary the result by making, • Small changes to the text numeric values. • Experimenting is the key. • If you get a great result, • you can save the text (file save as). • A new version of the script to keep your settings.

Create Horn Extrude • This Script Extrudes horns from a mesh. • The Horns use a spiral algorithm. • The script is Quite old. • There is a need to repair this script. • If you can get it to work in Blender 2.45 or higher. • Please PM meta−androcto or migius. • At Blender Artists Forums. • Or Post your results in the BA Python Forum. •| •| •|

Additional information: Open in text editor or run from hcvo3en.blend. • returns several errors in 2.46 but retains basic function, best used in 2.37a−2.42a

Introduction

Head Creator • This Script Makes a Low Poly Half Head. • Their are many settings in the menus. • The script is Quite old. • There is a need to repair this script. • If you can get it to work fully in Blender 2.45 or higher. • Please PM meta−androcto or migius. • At Blender Artists Forums. • Or Post your results in the BA Python Forum. •|

03/11/2008 19.25.42

77

Open Content License

The Thing 1−6

The Thing 1−6
About
Name The Thing 1−6 Version License Blender N/A N/A 2.42a − 2.46

Additional information: handy set of tools to manipulate code and to create various objects.

Introduction

Create math defined geometry • These Scripts create various Primitives. • Open the script via the text editor. • Press Alt/P. • To see the result. • You can vary the result by making, • Small changes to the text numeric values. • The script is written in French. • Experimenting is the key. • If you get a great result, • you can save the text (file save as). • A new version of the script to keep your settings.

Additional information: early version of Shell Blender documented in the Wizards section

Introduction

Create Timmy Shell • This Script creates a Shell Primitive. • Open the script via the text editor. • Press Alt/P. • To see the result. • You can vary the result by making, • Small changes to the text numeric values. • The script is written in French. • Experimenting is the key. • If you get a great result, • you can save the text (file save as). • A new version of the script to keep your settings.

View Animation Trajectory • First, animate an object. • Then from the Scripts Menu Animation. • Press Trajectory. • This Script turn on the Animation Trajectory. • It shows the path that the Animated Object will follow. • Thus can be very useful. • The script can also be set as a spacehandler. • To always draw in the 3D window. • So it will be active for all Objects in the scene.

• This script is used to fill the selected faces with a gradient To use the script, switch to "Face Select" mode then "Vertex Paint" mode Select the faces you wish to apply the gradient to. Click twice on the mesh to set the start and end points of the gradient. The color under the mouse will be used for the start and end blend colors. Note: Holding Shift or clicking outside the mesh on the second click will blend the first colour to nothing.

Description
Mix weight paint and face select mode so as to select the faces to gradient. Then Run "Gradient" from they weight paint menu, and click on the 2 locations to blend between.The existing weight under the mouse is used for to/from weights.
| Animation

• This Script is to be used only in weight paint mode, It Normalizes the weights of the current group, to the desired peak optionaly scaling groups that are shared by these verts so the proportion of the veighting is unchanged.

03/11/2008 19.25.42

96

Weight Paint Gradient

spin

spin
About
Name Spin Version License Blender 1.0 GPL: GNU General Public License 2.42a &2.45

Executable: Jamesk's Walk−o−matic version 0.49.9 Modules: .py Data: Note: * Example files & variations in main link. • Best run in precompiled .blend • In the .blend files, the script should be updated in the text editor. • Use the walkomatic0.49.9.py link for the last/current version. • It may work for 2.47 with some tweaking. Untested at time of writing. • May work better in earlier versions of Blender. Usage / Documentation • This as a long & raw copy of the Original Web Docs by Jamesk The Basic Walk.O.Matic Tutorial File • date 2002−12−04 • author James Kaufeldt • contact james.k@home.se Notice: I have to assume that you already know how to use Blender in terms of basic animation, editing, armature rigging, IPOâ€™s and constraints. If these concepts are unfamiliar to you, I suggest that you seek more knowledge concerning those matters first â€“ before trying to use Walk.O.matic. If you know what Iâ€™m talking about, letâ€™s get started! Do yourself a favour by following this first walk−through exactly as specified. Once youâ€™re done with this, Iâ€™ll let you experiment further on your own. Deal? • Start a fresh Blender. Make sure itâ€™s Blender Publisher 2.25 and that your Python 2.0 environment is set up properly. 03/11/2008 19.25.42 99 External Dependencies: None

Weight Paint Gradient

Walk−o−matic

• Switch to top−view and add a standard mesh/plane somewhere in the middle of the grid. This plane will serve as a proxy for your character, and its animation defines how you want the final walker to perform. • Tab out of edit mode. • Make sure youâ€™re looking at frame 1, then, with the plane still selected and active, insert a keyframe for location/rotation. • Advance the frame counter until youâ€™re looking at frame 100 • Start grab mode and move the plane about 25 units to the north (thatâ€™s upwards on screen :) • Insert another loc/rot key. • Go back to frame 1, hit ALT+A and make sure the plane moves along happily • Now open a text window. Split the 3D−view if necessary â€“ itâ€™s important that you can see the animation as well as the text window in the same screen. • Load the â€œwalkomatic0.47.9.pyâ€ file in the text window • Make sure that the plane is still selected and active • Now hit ALT+P over the window containing the script. DO NOT CHANGE ANY VALUES. • As the script runs, you will see the plane moving in a jerky fashion through the frames of your animation • When the plane stops moving, youâ€™ll see seven empties added to your scene. These are the tracking and IK targets that youâ€™re going to use for your armature • Hit ALT+A over the 3D window to see the empties â€œwalkingâ€ along with your plane Now, the rest is up to you. You will want to add an armature to your scene, and then set up the required constraints to some of the bones. Some suggestions on how to do that will follow later on in this collection of documents. Anyway â€“ that was the quick tour. To fully appreciate the implications of this script and its capabilities, I strongly advise you to read the rest of this documentation. There is quite a lot of things youâ€™d want to know... The complete Walk.O.matic documentation Table of contents: • How the script works • The user parameters • Quirks and oddities • Whatâ€™s going to be included in the next release? • How the script works Rules The basic idea behind the script is very simple indeed. Rather than thinking in terms of feet and leg movement, you just focus on where the character as an individual object is supposed to be moving, how fast, in what direction, what it will be facing, if itâ€™s going uphill or downhill etcetera. Since the movement of the feet is more or less a simple function of the above, why not just make some automated procedure handle those issues? Well, thatâ€™s what I was thinking too. So here we are. To make things easy to use, you will be able to use any Blender object to represent this â€œcharacter as an individual objectâ€. This is done by using a character proxy, which simply means â€œa Blender objectâ€.

03/11/2008 19.25.42

100

Weight Paint Gradient

Walk−o−matic

There are a few things you need to know in order to get what you want from the script. The following rules apply: • Walk.O.matic only works from within Blender Publisher 2.25 • The proxy can be any object. You will use this as sort of a stand−in for your real character. It does not matter what you use â€“ I tend to favour planes, but you can use anything you like. If itâ€™s something that the renderer will eventually be able to â€œseeâ€, donâ€™t forget to hide the proxy in an inactive layer before rendering. • The script assumes that your proxy has an orientation that reflects how your character will be oriented later â€“ that simply means that something will be considered to be up/down, something else will be left/right and so on. Hereâ€™s a list of those assumptions: • The positive Z−axis of the proxy is pointing upwards • The positive Y−axis of the proxy is pointing forwards • The positive X−axis represents â€œrightâ€ and the negative ditto is â€œleftâ€ • The direction of movement [from one frame to another] always defines the direction in which the feet are going to move â€“ even if the Y−axis may point in another direction. This allows more specialised walking styles such as walking â€œsidewaysâ€ • To visualise this, simply make sure to toggle the â€˜Axisâ€™ button [edit window] for the proxy to make Blender draw the local object axes • To animate the proxy, you can use any method available. That means standard keyframing, parenting to a path or any kind of hierarchical transformations setup. Obviously I havenâ€™t tested every possible arrangement [there are literally zillions of ways to animate stuff], but everything Iâ€™ve tried this far has worked as expected • You should NOT try to modify the proxy animation using the TIME−channel of its IPO block. That seems to mess things up quite a bit. • The proxy must be in a visible 3D window while the script runs. This does not mean that you actually have to see the proxy itself all through the entire animation, but you can not run the script from a screen with no 3D window present. • Once youâ€™ve got the foot targets animated to your satisfaction, you really donâ€™t need the script anymore. The information created is stored in standard IPO−blocks linked to each of the target empties. This means that it is relatively easy to tweak certain portions of the result by ordinary IPO−editing. It also means that you can save your file and reopen it in another version of Blender if you prefer not to continue working in 2.25. The Walk.O.matic procedure While the script is running, the following things happen (simplified): Based on the user parameters in the top−most section of the script [more about those in section B] and the actual proxy animation, the script will calculate where to place each foot along the path. (Please note that the word â€˜pathâ€™ here does not imply the Blender object â€˜pathâ€™). It will look ahead along the frames in the indicated interval and decide when and where a foot should move, how far, how much to lift it, when and where to put it down and for how long it should stay down. Those calculations constitute the core algorithm of Walk.O.matic. Currently, the script will always start by moving the right foot. As a first step, it will move for half the specified time, and then set down on the ground. After that, the left foot will move, full time, and eventually lock to the ground. Then everything keeps on ticking, with full steps only, until the specified end−frame is reached. Hence, the most important factors affecting the final result are the script parameters and the proxy animation. The speed at which the proxy moves is particularly important, since it will influence the length of each step. When specifying step length, you set a value indicating for how many frames a foot should be on the move. In other words, the step length is assigned using a frame count rather than a distance. With the same parameter 03/11/2008 19.25.42 101

Weight Paint Gradient

Walk−o−matic

values, the steps will be shorter if the proxy moves slower, and longer if the proxy moves faster. The rotation of the proxy will also affect the placement of the tracking empties, so that your character is able to turn in any direction while the feet keep following all the turns. You could interpret the internal process of Walk.O.matic as the creation of offset 3D−paths, pretty much in the same way as you can make inset curves in a 2D illustration application. Add to this the â€œpacingâ€ needed to obtain the move/stop action of ordinary feet walking. B. The user parameters A tool like this would be pretty useless if you had no control over the details of the animation. As far as this walking business goes, you probably have some requirements concerning how fast the character should shift from left foot to right foot, how far to lift the feet and the distance between the feet and so on. Most of these things can be specified in the editable section of the script, and itâ€™s something you will do before actually running it. Below is a summary of these user definable parameter values, a description of their effect, some min and max values etcetera. The user section starts like this: 1. GENERAL SETTINGS: FF = FIRST_FRAME = 1 # begin evaluating at this frame LF = LAST_FRAME = 100 # stop evaluating after this frame These values are hopefully self explanatory. What might not be as obvious, is the fact that the LAST_FRAME value is not an absolute one â€“ the script may continue to evaluate foot targets for a number of frames beyond the set value. This is due to the fact that it doesnâ€™t like leaving a target hanging in mid−air, but will keep going until both feet are safely put down on the ground next to each other. HS = HEEL_SEPARATION = 3.0 # desired distance between heel targets (in Blender Units) HEEL_SEPARATION controls how far apart to place the left foot targets and the right foot targets. If you set this parameter to 4.0, you will get the right heel exactly 2.0 units to the right of the centre of the proxy, and the left heel 2.0 units to the left of the proxy centre. All in all, thatâ€™s a 4.0 unit heel separation. You can set this value to just about anything. HS=0 would perhaps not be useful, but it would not break the script. A negative value works fine too, resulting in the left and right side being swapped. So, you can use that trick if you want the left foot to be the first one to move rather than the right which is the default behaviour. Naturally, the exact value chosen depends on your characterâ€™s size and anatomy. MT = MOVE_TIME = 8.0 # number of frames/cycle a foot is moving This specifies the exact amount of time, in frames, that each foot will be on the move per cycle. A foot always moves twice as fast as the proxy for a period of MT frames, then it will stay put on the ground for the same amount of time before starting to move again. MOVE_TIME can be any positive non−zero value. Giving it a negative value will most likely crash the script and Blender as well. Since this value is absolute, the length of each step (in distance, not time) will vary as a result of this value combined with the current speed of your proxy: that is − fast moving proxy = longer steps, slow proxy = shorter steps. MSD = MOVE_STOP_DELAY = 0 # any value above zero will prolong the time a foot stays in the air. Normally, one foot will not leave the ground until the other foot has landed. This means that there is always at least one foot locked to the ground at any given time. A situation like that works well if your character is walking, but not if itâ€™s supposed to be running. The MOVE_STOP_DELAY will make a foot remain in the air for an extra period of time, in frames, after the other foot has started its move mode. The result looks more like running, since there will be a period of time in each cycle where both feet are in the air 03/11/2008 19.25.42 102

Weight Paint Gradient

Walk−o−matic

simultaneously. By setting MOVE_STOP_DELAY to any positive value, you get this â€œair timeâ€ result. You should not use values higher than maybe 50% of MOVE_TIME, since that will make things look really weird. Best results are achieved around 20% of a decent amount of MOVE_TIME, for instance MT=16, MSD=4. Using a negative MOVE_STOP_DELAY results in something strange enough to wipe the RiverDance crew off the stageâ€¦ So mostly youâ€™d want to avoid that. HEEL_TO_FLAT_DISTANCE = 1 # desired distance between a heel target and foot look−at−target Once the heel targets have been calculated, Walk.O.matic will add empties that can be used to set up a track−to constraint on a foot bone. Depending on the anatomy of your characterâ€™s feet, you will want to place those empties at a particular distance from the heel target. This parameter controls how far in front of the heel to place that track−to/look−at target, specified in Blender units. FLAT_TO_TLAT_DISTANCE = 0.5 # desired distance between a foot look−at and toe look−at−target The final step after calculating foot track−to/look−at targets is adding toe bone track−to targets. This parameter controls how far in front of the foot track−to target to place those toe look−at targets, specified in Blender units. The value chosen depends on your characterâ€™s foot anatomy. AL = ALWAYS_LIFT = 0 # set to zero to prevent feet moving up/down when proxy has speed 0 This parameter controls whether the foot targets should continue to perform their up and down motion even if the proxy has stopped. The default value is 0 (zero) meaning that both feet will lock to the ground if the proxy is stationary for a sufficient period of time (that in turn depends on the set MOVE_TIME). Any value above zero means that the feet will keep going up and down even if the proxy doesnâ€™t move. That results in some sort of â€œdry walkâ€. The value itself has no meaning, only zero or non−zero. CTD = C_TARG_DISTANCE = 2.0 # how far above proxy to place center target In addition to the six foot related targets, the script also adds a center target above the proxy. This can be used for various parenting needs. Usually you would also want to set a copy−rotation constraint on it, copying the proxy rotation, although thatâ€™s not necessarily something you need every time. Anyway, the CTD parameter controls how far above the proxy, in Blender units, to place this empty. Any value is fine, though you will mostly use a positive one. LA = LIFT_AXIS = 'local' # lift feet along global Z or local proxy Z? When the foot targets are moving from one spot to the next, they will also be lifted according to the lift envelope settings (see below). This lifting can occur in two different ways depending on your needs. For normal walking or running in a standard environment, that is some place where the normal rules of gravity applies, youâ€™re likely to want the LIFT_AXIS to be set to â€˜globalâ€™. That causes lifting to go along the global Z−axis of the Blender world coordinate system. No matter how you tilt the proxy, the feet will always be lifted in the same global up−direction. However, if you want a character to walk on walls or on the ceiling, like a fly or a spider or some weirdo from the Matrix, you should go for the â€˜localâ€™ option. This makes the local proxy Z−axis define what is â€˜upâ€™ at any time. If the proxy is upside−down, then the lifting will be flipped as well. CTDLA = CTD_LIFT_AXIS = 'global' # raise center target along global Z or local proxy Z? This works exactly as the LIFT_AXIS above, but will define the up−axis for the centre target alone. 1. LIFT ENVELOPE SETTINGS:

The LIFT_PEAK defines how far above the ground to lift the heel target at the first control point of the lift envelope. The value is given in Blender units. The LIFT_PEAK occurs at the first point in the local timeframe of each move action in the cycle. The timing is controlled by the LIFT_PEAK_TIME (see below) FLATLP = FLAT_LIFT_PEAK = 0.2 # how far to lift foot look−at−target above proxy initially This works just as LIFT_PEAK, but defines the lift amount for the foot bone track−to target. TLATLP = TLAT_LIFT_PEAK = 0.2 # how far to lift toe look−at−target above proxy initially As above, but this controls the lift amount for the toe track−to target. LPT = LIFT_PEAK_TIME = 0.2 # time to reach lift−peak. (relative to movetime) This controls the point in time at which the lift peaks above should occur. To make things as flexible as possible, this value is given relative to the total MOVE_TIME. A value of 0.2 means that LIFT_PEAK will be reach after 20% of the move time has passed. For example, if the MOVE_TIME is 10 and the LIFT_PEAK_TIME is 0.2, then the associated target empties will reach their respective lift peak positions 2 frames (10 * 0.2) after the point in time where they left ground. The rest of the parameters, listed below, do the same thing as the previously described lift envelope parameters. The only difference is that MID_PEAK and friends apply to the second control point of the envelope, and that the FINAL_PEAK parameters fix the third, and last, control point. MP = MID_PEAK = 0.4 # how far from proxy after lift−peak FLATMP = FLAT_MID_PEAK = 0.4 # how far to lift foot look−at−target TLATMP = TLAT_MID_PEAK = 0.4 # how far to lift toe look−at−target MPT = MID_PEAK_TIME = 0.5 # time to reach mid−peak (relative to movetime) FP = FINAL_PEAK = 0.5 # how far from proxy before setting down again FLATFP = FLAT_FINAL_PEAK = 0.7 # how far to lift foot look−at−target TLATFP = TLAT_FINAL_PEAK = 0.9 # how far to lift toe look−at−target FPT = FINAL_PEAK_TIME = 0.8 # time to reach final_peak (relative to movetime) C. Quirks and oddities The most important thing to mention here is the fact that there is no rotational information in the IPOâ€™s for the target empties added by the script. In other words, the heel targets, foot and toe track−to targets do not adjust their rotation at all. In most cases, this will not be a problem since they will be used only for tracking and IK−solutions â€“ and location is the only thing that really matters in such cases. One solution, if you really need correct rotation, could be to set a copy−rotation constraint on the empties, using the proxy as input. By doing so you might however get some unwanted movement when the feet should be locked to the ground. This is due to the fact that even though the foot targets are stationary while in lock mode, the proxy will not be, and may therefore apply its changes in rotation on the empties, resulting in a slight sliding of the feet. Anyway, this is something thatâ€™s going to be changed in the next release of Walk.O.matic. You should 03/11/2008 19.25.42 104

Weight Paint Gradient

Walk−o−matic

however keep in mind that when used as intended, you will not need correct rotation of the target empties, so donâ€™t let this bother you. Iâ€™m sure there are other strange â€˜featuresâ€™ lurking in the script, but weâ€™ll have to wait for them to reveal themselves as time goes by. D. Whatâ€™s going to be included in the next release? Some ideas that have come to my mind while testing the script and writing the documentation: • Correct rotation of the target empties • Explicit hip control • Explicit bounce/jump control • External script to control the parameters over time. This would be a separate file that the user can give to the script in order to have things like move time, heel separation and move stop delay vary within the frame span. For instance: â€˜at frame 25 change MT to 12; at frame 90 change heel separation to 3.5â€™ and so on • A GUI • Better coffee in that strange machine at work Thatâ€™s about it. Hope you enjoy the script! Greetings, /Jamesk

Additional information: * Example files & variations on site • Best run in precompiled .blend • May work better in earlier versions of Blender.

Usage
2006 Mariano Hidalgo (AKA uselessdreamer): This script adds random jitter to a camera. Most of the code is taken from one demo in the bPython reference (donÂ´t know the author but credit to him). I just added an interface to it and a way to change the values that drive the effect. ItÂ´s now easier to set up. Select the camera you want to use an run the script. You will be prompted with a popup where you can enter values to alter the effect. The default values are good enough to get a decent shaking on the cam. Please note that the camera needs an IPO with at least one key attached to it. If the camera is animated in any way the effect will preserve the original motion, it will just add some shaking to it. If you want to change the values just run the script again.

03/11/2008 19.25.42

108

Weight Paint Gradient

History

2008 modifications by Remigiusz Fiedler (AKA migius): Jitter on/off toggles jitter effect. With this button, the script can be enabled/disabled independently from other active scripts in "ScriptLinks" Panel. Only When Moving The jitter effect will be produced only for frames where the camera changes its location. Baking to IPO creates a copy of current camera IPO (loc+rot) updated with jitter animation. Jitter effect(script) will be disabled and the new IPO will be linked to the camera. WIP 2008.03.15 update will come soon: New in 1.03: You do not have to care if the camera has an IPO linked. The script will create it automatic. New in 1.03: Driven by IPO Jitter parameters can be animated through IPO Object "jitter_ipo".

Introduction
When using C3D Motion Capture, you import a set of empties that move where the markers moved on the actor. You then create a rig that is constrained to follow the empties. In order to work with or change that motion, you need a rig that has Ipo Curves directly associated with the armature itself, and does not depend on the empties. In general, it is useful to be able to 'record' the motion of an object, when that motion is derived from other object's locations and rotations, track to constraints, follow paths etc.

Usage
Use this script to create a clone and Ipo curves that match the actual location and rotation of the selected object. If the object is an armature, it also creates an Action that copies all the bones locrot and applies that as a locrot curve to the cloned bone.

Instructions
To install the script, extract the the Animation_Bake_Constraints.py file to your Blender Scripts folder, and the updated BPyArmature.py file to your bpymodules folder located just beneath the Scripts folder. As when replacing/updating any bpymodules script, delete the pre−compiled version (in this case BPyArmature.pyc). Select the constrained object(s) to be baked. Set the frame range to bake Optionally, load the script and change usrDelta to change to offset of the clones, presently set to 1 x and 1 y unit from the original Run the script by a) loading it in your text editor and running it as a python script, or,

Load your cleaned, constrained armature file (BVH or C3D) Set your animation range to the focus area of interest (for example, frames 1300−1420) Select the Constrained Armature in Object Mode Run the Bake Constraints script. While it is baking, the oven light may go off (your Ble The script clones the Armature, removes all the constraints on the clone (making it a fr The script then creates an Action that copies the original motion, offset to begin at fr You can now delete the cloud, ik targets, and constrained armature to free up memory

The Action contains LocRot Ipo curves for each bone for each frame of the animation, so it can take some time to process. The action is named after the clone; you can immediately change this to better reflect what the clone is doing by clicking in the Action Editor header, in the name field of the Action selector (the name will get a red background), and typing in the new name. The Action keys are relative to the T−pose of the character, sometimes called the rest or edit position. This is the orientation that the armature assumes when you tab into edit mode. The clone should follow the original around,

* offset in space (by the location−rotation vector usrDelta, by default set to (10,10,0)) an * offset in time by usrACTION (if True, the clone will start the action at frame 1, otherwis

The clone should perform the same motion as the original. TClones, offset from the original by usrDelta in space and back to frame 1 in time (by default), are created and have an Ipo curve that matches the selected object's constrained/computed motion. If the object is an armature, then every bone will have an Ipo curve, and an Action is created that groups all the bone's curves together. The cloned objects are selected after script completion. Note that Actions will be offset to start at frame 1.

Links
• Media: Bake Constraints.zip

Notes
Softbodies, cloth and other objects that are "moved" by simulations are not actually moved. The object center stays were it is and the object's mesh vertices are displaced, almost like shape keys. Therefore, this script will not "clone" one of these type objects. Simply duplicate them through the UI. To bake the loc/rot of objects moved by the Blender Game Engine, use the Game−>Record Game Physics to IPO menu selection.

Additional information: Open with text editor then change in line '332' txtfile.val,999, to txtfile.val,399, then save.

03/11/2008 19.25.42

131

Weight Paint Gradient

Blender Caliper

Blender Caliper
About
Name Blender Caliper Version 1.4 2007−02−28

This script measures the distance between 2 points, and converts it to a real world equivalent. It also can create a mesh and text object to display the result in a renderable format. Menu Author Link(s) Group: Wizards macouno

Measure Mesh • This Script measures distance in Blender units. • Copy the script to .blender/scripts. • Select a Mesh, Face Or Two Verts or Edge. • Press the Scripts Menu. • Then Wizards. • Then Run Measure Mesh. • The interface has many settings. • Face Surface Area Choose Face, Edge, • Surface Area & other Options. • Global Choose Global or Local Settings. • Total Choose Calculation Method. • Press Measure The measurement will show up in the script interface. • Press Exit to end the script.

Klop Utils From The PDF by klopez • What is KlopUtils • It is a program written in Python language for being used as a script while you are using Blender. • It contains tools about modeling, modifing and positioning 3D objects that the official Blender version have not. • These tools are initially oriented as a help for the general design of objects en 2D and 3D (architecture, industrial...), and this is the issue the program will be developed around.

03/11/2008 19.25.42

136

Weight Paint Gradient

External Documentation

• The utilities in the program are separated in 4 areas, accesible trough a unfolding menu, always placed at the top of the interface: • Alignment • Fitting an object between two others • Setting to an object the absolute size of other one • Aligning selected objects, according to several criteria: • Alignment of location/rotation/scale • Scale can be changed either aditive or multiplicatively • Location separation can be referenced aither by centers, baricenters, origins or limits • Object creation (not included in Blender distribution) • Circunference passing through 3 points • Arc passing through 3 points • Arc based on angles and radius (interactive) • Mesh modifing (affects vertices, faces and edges) • Edges subdivision in any number of parts • Proyection onto an arbitrary plane, in an arbitrary direction • Applying of position, rotation, scale values (new matrix) over an object, though it looks unaffected. • Posibility of actualizing other matrix instances is available • 3D Objects modifing (affecs to transform matrices) • Moves/Rotates/Scales randomly the selected objects • Moves selected objects closer/away the active one, • setting them at a fix distance • moving them a fix number • setting them at a proporcional distance Indeed, all numeric/vectorial values used during the program use, can be copied and pasted with the help of a buffer, which can contain: • A position vector • A Euler list • A scale vector • and can store: • Numbers, entered by user • Values aquired from objects (matrices mean, distance, difference of position or rotation angles between two objects)and being showed on Blender console as text.

External Documentation
There is an excelent Online PDF Tutorial for this Multi Lingual script. http://klopes.iespana.es/enchufes−guiri.htm

Mariano Hidalgo wrote: This SpaceHandler script adds a right−click menu to the 3D Cursor, with some useful operations, including resetting the cursor's position to the center of the space and an option to spin the 3d View for display purposes. Run the script from the object scripts menu and it will load in the current .blend, then just make it active for each 3d View you want. Right click on the 3D Cursor and the menu will show up. Please note this needs the Enable Script Links option pressed.

This script creates cross−sections of selected objects at their intersection with active object. Active object must License be a plane (or any one−face object). Only meshes will be cut. Menu Author Link(s) Group: Object Yorik, alxarch http://yorik.orgfree.com/scripts/CrossSection.py Modules: Blender

GPL: GNU General Public License

2.46 and up

Executable: CrossSection.py Data:

External Dependencies: None

Additional information: Detailed documentation can be found on the script's home page.

Introduction

the cutting plane and the resulting cross section Cross Section This Script creates a cross section of selected meshes: • Create a couple of meshes that you will want to cut • Create a plane, passing through them. It will be your cutting plane. It can be any object, but it must have only one face. • Select the meshes, then, with shift, select the plane. The meshes will still be selected, and the plane will be active. • Run the script • VoilÃ ! the meshes are cut at their intersection with the plane, and a new object is created containing the section. (In this image, I moved the section away for clarity)

03/11/2008 19.25.42

145

Weight Paint Gradient

Known issues

Known issues
• You must have been in Vertex or Edge mode when you apply the script. If you have been in Face mode, the script won't be able to fill the section. • You will get wrong results if some edges are coplanar with the cutting plane. Try moving the plane a little bit so no edge are directly on it.

Measure precisely the distance between two points and display the result in the 3d windows. Menu Author Link(s) Group: Opens with Text Editor jm Soler http://blenderartists.org/forum/showthread?t=10029

Additional information: Tools for CAD 2D−3D in Blender. Design support functions implemented • 3Dcursor−stack allows pushing and poping 3D−cursorpositions • Viewportalignment to all 6 local orthonormal directions of an object • Copy/paste for objects in objectmode and for selected vertices, meshes and/or faces in editmode • some other bundled functions For details please read the manual (to date only in German)

Introduction
Export selected meshes to AC3D's .ac file format. AC3D is a simple commercial 3d modeller for Linux x86, Mac OSX and Windows. Its .ac is an easy to parse text file format. It is well supported, for example, by the PLib 3d gaming library, used by many projects, like the FlightGear Flight Simulator and Torcs − Open Racing Car Simulator.

Links
• AC3D • PLib

Usage
Instructions
Select the script from the File Export menu and choose the filename to export to.

Configuration
Options can be tweaked using the Scripts Config Editor script, available from the Scripts System menu in the Scripts window. Only selected TOGGLE ON

Override textures path with this path if 'set texture dir' toggle is "on".

Notes
• Multiple textures per mesh are supported (mesh gets split). • Parenting with meshes or empties as parents is converted to AC3D group information. • Start mesh object names (OB: field) with "!" or "#" if you don't want them to be exported. • Start mesh object names (OB: field) with "=" or "$" to prevent them from being split (meshes with multiple textures or both textured and non textured faces are split unless this trick is used or the "no split" option is set.

Compatibility
All main features are supported. Users may need to tweak the exported .ac file's material lines by hand if they want both RGB ambient and emissive colors different from shades of gray.

Missing
Other • The 'url' tag, specific to AC3D. It is easy to add by hand to the exported file, if needed. Nobody ever requested support for it in this exporter, though.

Known Issues
• The ambient and emit data we can retrieve from Blender are single values, that this script copies to an RGB triplet, giving shades of gray. A config option can be set to export RGB mirror color as either or both. • In AC3D 4 "compatibility mode": ♦ Shininess of materials is taken from the shader specularity value in Blender, mapped from [0.0, 2.0] to [0, 128]. ♦ Crease angle is exported, but in Blender it is limited to [1, 80], since there are other more powerful ways to control surface smoothing. In AC3D 4.0 crease's range is [0.0, 180.0]. • Blender groups are not supported yet.

Usage
Installation
Get the newest script version from downloads section. Extract the scripts from zip archive and copy into standard Blender script directory %blender%\.blender\scripts\. To avoid conflicts you have to delete/remove the existing version from there. Caution: simply rename doesn't work! Restart Blender or optionally, to register new scripts you have to click the 'Update Menus' entry in the script 03/11/2008 19.25.42 157

Weight Paint Gradient

User Interface

window menu. More details about handling with python scripts in Blender can be find at www.alienhelpdesk.com or BlenderWiki

User Interface

Select the script from the menu: File â†’ Export â†’ Autodesk DXF (.dxf). All UI buttons and fields are documented with tooltips. Buttons/options marked with *) are "under construction" − only partially functional. The script starts Blender's file selector for select desired .DXF output file. only selected only selected objects will be exported. Otherwise the entire scene will be exported. < global Scale: 1.0 > sets the global scale factor for exported geometry. You can use it for exact matching target CAD application requirements. only faces only faces from selected mesh objects will be exported to 3DFACEs or to POLYFACE. Option is ignored if the mesh has not at least one face. Otherwise only edges will be exported (as LINEs). write POLYFACE mesh−faces will be exported as POLYFACE. Otherwise as 3DFACEs. write POLYLINE curve objects will be exported as POLYLINEs. Otherwise as unstructured LINEs. 3D−View to Flat is a screen−shot like output mode: edge−geometry will be transformed to 2d according current 3D−View plane. It could be useful for exporting views and sectional views of 3d models to 2d applications. The global Scale parameter is working well with this function and helps to create proper scaled drawings. Hidden−Mode is a simplified "hidden line" mode. Only front oriented faces will be exported. online HELP points the system webbrowser to manual on wiki.blender.org. To exit/cancel UI click outside popupbox or press ESC.

Notes

03/11/2008 19.25.42

158

Weight Paint Gradient

Known issues

Known issues
• "Hidden−Mode" has still limitations (WIP) • "3d−View to Flat" doesn't support camera view (ver 1.27) • "3d−View to Flat" supports only isometric view, not perspective (ver 1.27) • The exported DXF file doesn't have proper viewport defined... after opening it in CAD application zoom to extends to see the complete geometry

Introduction
Export selected objects to Autodesks .FBX file format. This format is mainly use for interchanging character animations between applications and is supported applications such as Cinema4D, Maya, 3dstudio MAX, Wings3D and engines such as Unity3D.

Links
• FBX Converter and SDK Downloads

Usage
Instructions
• Select the objects you want to export • Launch the exporter from the File Export menu • Set the options in the user interface (Default options should be okay in most situations) • Press the "Export" button • Select the filename to export to.

Configuration
These options will be presented at export time. in most cases the defaults should be good to use.

remove duplicate keyframes when they are not needed. Optimize Precision NUMBER 6

Tolerance for comparing double keyframes (higher for greater accuracy), 6 allows 0.000001 difference or less for removal. Current Action/All Actions SWITCH Current Action

Current Action − Use actions currently applied to the armatures (use scene start/end frame) All Actions − Export each actions as an FBX 'Take', When an action has at least one channel name matching a bone name it will be exported as a take for that armature. Start/end times are derived from the keyframe range of each action. Batch Export Enable Batch TOGGLE OFF

When enabled, export each group or scene to a file. Group > File / Scene > File 03/11/2008 19.25.42 SWITCH Group > File 162

Weight Paint Gradient Choose weather to batch export groups or scenes to files. Note! when Group > Scene is enabled, you cannot use the animation option Current Action since that uses scene data and groups are not attached to any scenes. Note! when Group > Scene is enabled you must include the armature objects in the group for animated actions to work. Own Dir TOGGLE OFF

Notes

When enabled, each file is exported into its own directory, this is useful when using the "Copy Images" option. so each directory contains 1 model with all the images it uses. Note This requires a full python installation, if you do not have a full python installation this button will not be shown. Prefix TEXT (filename)

prefix the scene/group name with this text when exporting, its also used for the name of the directory when "Own Dir" option is enabled.

Examples
Here is a blend that contains many examples each in a scene. Including motion capture, modifiers, uv/color layers, materials, armatures and more. To export all examples at once, open the blend file, run the exporter, Enable Batch, Select "File−>Scene" option, set the animation option to "Scene Frames", enable "Copy Images" and export. Fbx_test_examples.zip A single animated character (used in screenshots below) fbxExample.zip (includes blend file, images and exported fbx)

Command Line Converting
Here is a script that will convert a blend to an FBX from the command line on most unix systems (note that it will only use the active scene) convertBlendToFbx.sh Download this script and make it executable
chmod +x convertBlendToFbx.sh

Supported
Objects • Object Animation (Location/Scale/Rotation) • Object Groups • Object Parent/Child Hierarchy Note, parents/children will only be exported if they are selected. Do not used skinned meshes as children of other objects (except their own armature) This dosnt work reliably

Meshes • Verts/Edges/Faces/Normals • UV Coordinates (multiple named layers supported) • Vertex Colors (multiple named layers supported) • Armature Deformation Only 1 armature modifier can be used on each mesh. Armature envelopes will only work when the mesh "Modifier" option is enabled, otherwise they must be manually converted to weight groups before exporting. Armatures • Bones. Bone use the same name space as objects, naming collisions are solved by the exporter. • Parent Bones. Meshes with parent bones are exported as weighted meshes • Animation. Animated armatures are exported with keyframes, The results of constraints and IK's etc will be exported however the constraints and other settings are not saved into the FBX file. • Actions (Multiple actions to FBX Takes). When the "All Actions" option is enabled, actions will be exported for each armature when an action has at least 1 name that matches an armatures bone. Lamps 03/11/2008 19.25.42 164

Missing
Some of the following features are missing because they are not supported by the FBX format, others may be added later later. • Object Instancing exported objects do not share data, instanced objects will each be written with their own data • Material textures. only texface images are supported. • Vertex Shape Keys. FBX Supports but this exporter does not write them yet • Animated Fluid Simulation FBX does not support this kind of animation, You can however use use the OBJ exporter to write a sequence of files. • Constraints The result of using constraints is exported as a keyframe animation however the constraints themselves are not saved in the FBX • Dupli Objects. At the moment dupli objects are only written in static scenes (when animation is disabled)

Interoperability

03/11/2008 19.25.42

165

Weight Paint Gradient Blender3D This file was exported from blender, you can grab the FBX and Blend file here. http://members.optusnet.com.au/cjbarton/fbxExample.zip

• Dont scale the armature object since maya does not support non uniform scaled bones.

Deep Exploration (Right Hemisphere)

Deep Exploration Tests Passed... • Character animation (The example model imported with some problems) • Materials • Textures • TODO further testing... Notes... • When exporting armature animation, disable "Optimize Keyframes" otherwise you may get bad bone interpolation. • With animations, once imported you'll need to select the default action at the bottom of the screen. to play the animation. • Some character animations to not deform properly, since other programs display this correctly I assume this is a problem with Deep Exploration −−Ideasman42 00:34, 31 August 2007 (CEST)

Endorphin (NaturalMotion)
Tests Passed... • Armature animation Notes... • Endorphin only supports FBX's bones, all other objects are importes as bones. Before exporting make sure you de−select armatures only, unless you want your camera as a bone. • Start and end frames are not imported, youll need to set them after importing.

Unity3D Tests Passed... • Character animation • Materials • Textures Notes... • Cameras and lights are imported just as placeholders. • When using armature deformed meshes, All vertices's must be influenced by at least one bone, or it will look like the vertex is in some far off place.

C4 Game Engine
See the [C4 Engine Wiki] for notes on getting models into the C4 Engine with the fbx exporter.

Dupli's
• Exporting DupliObjects (dupliVerts, dupliFaces, dupliFrames, dupliGroups) does not work in 2.45rc2 (It has since been fixed) • Dupli Objects dont support animation export. (disable animation for dupli's to work) • Armatures in dupli's do not export

Usage
Instructions
To use script:
1.) load this file in the text window. (press SHIFT+F11, Open New via Datablock button) 2.) make sure your mouse is over the text edit window and run this script. (press ALT+P) Or: copy to the scripts directory and it will appear in the export list. (Needs 2.32 or higher)

History
History 0.2 * maximal Precision in VertexArray (with algorithms from Kalle Raita) * IPO Animation with mesh: Rotation, Translation and Size History 0.3 * to find a 3d object in your java programm you can assign a userID your blender object has name 'cube01' your 3d object will have ID 01

03/11/2008 19.25.42

177

Weight Paint Gradient
the number after '' is taken * more than one material per mesh can be used * uv texture support (implemented by Aki Koskinen and Juha Laitinen) The image which is bound to the faces will be exportet within m3g−file Limitations by M3G−API: The width and height of the image must be non−negative powers of two, but they need not to be equal. Maximum value is 256. *.java export: Only PNG images can be used. History 0.4 * check limitation of texture images (credit to MASTER_ZION for Brasil) * Better light: The light modeles of Blender and M3G are naturally different. So the export script trys to translate as much as possible M3G Light type Blender Light type −−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−− AMIENT Light Not available as light type in Blender DIRECTIONAL Light SUN OMNIdirectional light LAMP SPOT light SPOT not translated HEMI not translated AREA Attributs of M3G Lights: Attenuation (OMNI,SPOT): Intensity of light changes with distance The attenuation factor is 1 / (c + l d + q d2) where d is the distance between the light and the vertex being lighted and c, l, q are the constant, linear, and quadratic coefficients. In Blender exists much complex posibilies. To simplify exporter uses only button Dist: distance at which the light intensity is half the Energy Color (ALL) Color of light Intensity (ALL) The RGB color of this Light is multiplied component−wise with the intensity. In Blender : energy SpotAngle (SPOT) the spot cone angle for this Light In Blender: spotSize SpotExponent (SPOT) The spot exponent controls the distribution of the intensity of this Light within the spot cone, such that larger values yield a more concentrated cone. In Blender: SpotBl * Some GUI for options First prototype of GUI was created using RipSting's Blender−Python GUI designer. Download at Http://oregonstate.edu/~dennisa/Blender/BPG/ * Ambiente light Information is taken by world ambiente attribute * Parenting Part 1 In Blender the Empty object is used to group objects. All objects which have the same empty as parent are the member of the same group. empty <−− Parent of −− element 1 <−− Parent of −− element 2 is translated in M3G group−Node −− Member −−> element 1 −− Member −−> element 2 In Blender every object can be the parent of every other object In M3G that is not possible. Only a group object can be parent.

m3g_export

03/11/2008 19.25.42

178

Weight Paint Gradient
(Or the world object which is derived from group). That will come later as Parenting Part 2 * Backface Culling you can use backface culling, if option "use backface culloing" is on. Culling will be set in PolygonMode object of every mesh. The correct winding is controlled. History 0.5 * Bone Animation − Armature (Part 1)

m3g_export

Armature is the skeleton for skinned meshes. It stores the bones in rest position (more information http://www.blender.org/cms/How_Armatures_work.634.0.html) You can work in Blender with bones and meshes in different ways. In this first attempt only the use of vertex groups is assisted. Blender−Objekts MESH | v ARMATURE | v BONE_1 | V BONE_2 translated into M3G−Objects SkinnedMesh | v Group | v Group Group_second | v Group Group_secound

Every bone is translated into two groups at the moment, because the second bone is needed to do the animation in an easy way. The animations in Blender for meshes are stored in action objects. Blender Objects ARMATURE | activ v ACTION | 1..n v IPOs translated into M3G−Objects

ANIMATIONCONTROLLER ^ ANIMATIONTRACK −−> Group_second | v KEYSEQUENZE

One action is translated into one animationcontroller. One IPO is translated in one KEYSEQUENZE and one ANIMATIONTRACK. At the moment only the active action of the armature object is translated. * Print Info, if type of light is used that is not supported History 0.5 * New Option exportAllAction (default value: false) If that option is true, all actions will be exported − not only the active action. At the moment you can only assign one action to one armature. To know which action is used with which armature the action needs a special name : <Action Name>A<M3G ID of Armature>E<End Frame><ID of Action> Example: Name of action : walkA10E25002 Name of armature : man10

03/11/2008 19.25.42

179

Weight Paint Gradient
End Frame: 250 History 0.6 Include the same image only one time into the m3g−file * Until now all vertices of the faces was been written. Now the vertices will be used again if possible: normal and texture coordinates of to vertices have to be the same * Smooth/solid shading can now be defined for every single material: in Editing panel (F9)>Link and Materials * This script uses now correctly the TexFace and Shadless Buttons in Shading panel (F5)>Material buttons>Material box. TexFace switches on/off the Export of texture coordinates. Shadeless does the some with the normal coordinates * The GUI was redesigned in a PupBlock * Options: ** Texturing Enabled: Switches on/off export of textures and texture coordinates. Attention: the TextFace button switches only for one mesh ** Texturing External: the textures will be included it mg3−file or exported in seperate file ** Lighting Enabled: turns on/off export of lights and normal completly Attention: Shadeless only for one mesh ** Persp. Correction: turns on/off perspective correction in PolygonMode. ** Smooth Shading: turns on/off smooth shading in PolygonMode. * Textures in external references are used again (with ImageFactory) * Blender function: Double Sided button in Editing Context (F9)>Mesh panel) turn on/off PolygonMode.CULL_BACK anzuschalten. * Script ingnores meshes that have no faces History 0.7 * Exporter can work with texture coordinates greater 1 and smaller 0 * Adler32 did not work always correct. New implementation made. * Modul shutil is not needed any longer. Exporter has its own copy_file. (realized and inspired by ideasman_42 and Martin Neumann) History 0.8 * Blender works with SpotAngles 1..180 but M3G works only with 0..90 M3G use the 'half angle' (cut off angle) (Thanks to Martin StorsjÃ¶) * Error fixed: Texture coordinates was not calculated correct. (Thanks to Milan Piskla, Vlad, Max Gilead, Regis Cosnier ...) * New options in GUI: M3G Version 2.0 : Will export M3G files Vers. 2.0 in future Game Physics: Adds Game Physics infos for NOPE API

Configuration
When run the exporter will present a graphical interface to control the export process. The following options can be set. Label Base Path Type PATH Default Last directory accessed by blender

Known issues
• Material and shaders are ignored. Future support for material and shader palettes is planned. • There is no way to set the face color for open/wire faces. Currently they default to black. • The two−sided draw flag must be set on Layer0 • Do not use sub−faces with alpha faces in the same mesh. The results on export will not be what you expect. Instead break your alpha faces into a separate mesh

03/11/2008 19.25.42

184

Weight Paint Gradient

export−iv−0.1

export−iv−0.1
About
Name OpenInventor (.iv) Version License Blender 0.1 GNU General Public License 2.42a, 2.45, 2.46

Introduction
Export selected objects to Wavefront .obj file format. OBJ is a common 3d format, used to transfer data between applications. Its an easy to parse text file format and well supported applications such as Maya, 3dstudio MAX, Wings3D and Lightwave.

Links
• Obj format spec • Sample Files

Usage
Instructions
Select the script from the File Export menu and choose the filename to export to.

03/11/2008 19.25.42

192

Weight Paint Gradient

Configuration

Configuration
These options will be presented at export time. in most cases the defaults should be good to use. Selection Only Only export the selected objects. All Scenes Each scene as a separate OBJ file. Animation Each frame as a numbered OBJ file. Apply Modifiers TOGGLE ON TOGGLE OFF TOGGLE OFF TOGGLE ON

Use transformed mesh data from each object. May break vert order for morph targets. Rotate X90 TOGGLE ON

Rotate on export so Blenders UP is translated into OBJs UP Morph Target TOGGLE OFF

Disables options that will re−order the verts and faces, so it can be used as a morph target. Edges Write edges not connected to faces. Normals TOGGLE OFF TOGGLE ON

Export vertex normal data (Ignored by blenders importer but some programs use it) High Quality Normals TOGGLE OFF

Use with normals, Calculates high quality normals good for rendering in cases where the normals are used. UVs TOGGLE ON

Missing
Other • The obj format has support for curves and nurbs, however these are exported as meshes. • Vertex color is not supported by the obj format. • The OBJ format only supports 1 set of UV coordinates, so only the active UV's will be exported.

Known Issues
• Vue Esprit 5 and 6 will not import Blender OBJ files with edges, be sure to disable edge export when working with Vue Esprit.

export profile
About
Name Export Profile Version 0.1.3 2008−09−22 GPL: GNU General Public License 2.46 and up

This script has been made for exporting flat shapes (such as cross sections of a mesh) to a dxf file containing License polylines or to a svg file. Menu Author Link(s) Group: Export Yorik http://yorik.orgfree.com/scripts/export_profile.py Modules: Blender

Executable: export_profile.py Data:

External Dependencies: None

Additional information: Detailed documentation can be found on the script's home page.

Introduction

profiles ready to be exported Export Profile This Script exports 2D profiles in dxf or svg format. To get the • Only selected objects are exported • Exported objects will be flattened (their z coordinate will be zero) • Exported objects must be convertible to sequence of lines. This means there cannot be intersections (vertices with more than 2 edges), otherwise the script will choose only one of the adjacent edges, and part of your geometry won't be exported. This means it is better to remove faces. • Although this doesn't have influence on the result of the script, it is a good idea to "remove doubles" before exporting, so you get a cleaner dxf file.

03/11/2008 19.25.42

198

Weight Paint Gradient

Known issues

Known issues
• the exported svg file doesn't have its "viewport" defined... So, opening it in an image viewer will not display it right. But the geometry is there...

Credits
Thanks go to: • Stani for his sdxf library... Many things from this script come from it.

Local Mirror: lego_import_export_001.zip (2004.04.18) − There are LEGO importer and exporter in this zip file Additional information: None

Usage
Instructions
1. copy *.py and lego.cfg to the Blender script directory 2. download Complete LDraw.org Parts Library from http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=2 and decompress it with directory using winzip The car.dat and pyramid.dat is coming with http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=60 3. edit lego.cfg according to your installation in step 2 4. update your blender scripts menu. The script can be found under Export and Import

Known Issues
1. choice of simular colors. btw:The color is taken from http://isodomos.com/VPH/ColorLego 2. type 1 during reading data file see "asm in blender.jpg" and "asm in cad.jpg"

Additional Information

03/11/2008 19.25.42

207

Weight Paint Gradient

To−Do list

To−Do list
1. assign color to face. a mesh can have 16 materials more than 16 colors? 2. type 0, 5 when read data file 3. speed up. The re−index on vertices and faces needs and costs too much time. Maybe skip it and let the I prefer to a python interface to "remove doubles" 4. GUI at most, what if a Lego part has

ActionScript 3.0 Exporter
About
Name ActionScript 3.0 AS (.as) Version 0.2 − 2008.08.10

Exports to an ActionScript 3.0 class which can be inserted into a Flash file, and thus displayed inside a Flash player in a browser. The supported 3D engines are Away3D, Papervision3D, Sandy. Menu Author Link(s) Group: Export Dennis Ippel http://rozengain.com/?postid=54

Additional information: * for best results place entire folder BlendEarthv08 into .blender/scripts. Then open BlendEarth.blend. run script. The .blend sets file paths. You can now access BLENDEARTH better from scripts menu 'Wizards'..

Additional information: *Included in Blender 2.43 − 2.46 • Render Billboard Script This can texture a simple billboard mesh from any number of selected objects. Renders objects in the selection to quad faces on the active mesh.

Usage
• Light your model or enable the shadless flag so it is visible • Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh) • Select the model and any lamps that light it • Select the billboard mesh so that it is active • Run this script, Adjust settings such as image size or oversampling. • Select a place to save the PNG image. • Once the script has finished running return to the 3d view by pressing Shift+F5 • To see the newly applied textures change the drawtype to 'Textured Solid'

03/11/2008 19.25.42

236

Auto Image Layout

Auto Image Layout

Image Auto Layout
About
Name Consolidate into one image Version License Blender 1.1 − 2007.02.15 GPL: GNU General Public License 2.43 − 2.46

Additional information: *Included in Blender 2.43 − 2.46. Previous version: uv_auto_layout_tex This script makes a new image from the used areas of all the images mapped to the selected mesh objects. Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.

Description
This script makes a new image from the used areas of all the images mapped to the selected mesh objects. Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.

Options
This script is accessed from UV/Face mode and packs images from the active mesh. On activation a popup will be appear with the following options. image path no ext A new PNG image file will be created at this path. use // as a prefix for the current blend file location. otherwise you may specify the full path. Do not add in a file extension. Pixel Size The size of the image, this value is used for width and height to make a square image. Pixel Margin 03/11/2008 19.25.42 237

Auto Image Layout

Examples

When cropping the image to the bounds of the used areas add this pixel margin, this stops lower resolution textures (mipmaps) from bleeding the edge colour into the faces that use thsi texture. Keep Image Aspect If this is turned off, the tiles will stretch to the bounds of the image, making the images look stretched in an image viewer. however it will give better results when viewed in 3d because there is more pixel information in the image. Texture Source, All Sel Objects When enabled all selected objects will have their textures packed into the texture.

Examples
Here is an test case where I took 5 unedited photos, mapped them to a low poly mesh, and pack them into 1 texture.

Projection mapped uv mesh

Finished Details with roof and side walls

Texture view

Back wall with generic texture

Model in details

03/11/2008 19.25.42

238

Auto Image Layout

Examples

Result of running the Auto Texture Layout Script All images used for this mesh

Additional information: *Included in Blender 2.42 − 2.46 • This script opens the current image in an external application for editing.

Usage
Choose an image for editing in the UV/Image view. To configure the application to open the image with, hold Shift as you click on this menu item. For first time users try running the default application for your operating system. If the application does not open you can type in the full path. You can choose that the last entered application will be saved as a default. • Note, default commants for opening an image are "start" for win32 and "open" for macos. This will use the system default assosiated application.

Additional information: Included in Blender 2.42 − 2.45 • This script searches for images whos file paths do not point to an existing image file, all image paths are made relative where possible. usefull when moving projects between computers, when absolute paths links are broken.

External Dependencies: For X3D only, a full python install (xml.dom.minidom).

Additional information: None

Introduction
This script imports lamps, cameras, primitives and meshes with materials, textures, UV coords and vertex colors. Its aim is not to support every X3D/VRML standard since that would require supporting interactive elements and features that don't map well to blenders Importing hand written VRML files that make use of more advanced features like PROTO's will not work, however this importer should be able to load scenes generated from other 3D software.

Usage
Instructions
n/a

Shortcuts
Editor info: List of shortcuts used by the script, if any. Mostly relevant for scripts with guis. We should of course standardize basic ones: ESC to cancel, ESC and q to quit, etc.

Configuration
Editor info: Config options available in the script's gui or via the Scripts Config Editor.

03/11/2008 19.25.42

247

Auto Image Layout Hierarchy boolean off

Notes

When enabled, transform nodes will be imported as parent objects to the children they transform. Circle Div int 16

The number of divisions used for circles with primitive geometry types − Sphere, Cone, and Cylinder.

This script imports data from DXF format into Blender. DXF (Drawing eXchange Format) is a CAD data file format, developed by Autodesk/AutoCAD. The script can read DXF−files up to DXF format version 2007. It supports 2d and 3d geometries, texts and object hierarchy. It can write mesh and curve representation of it. See compatibility details. The importer doesn't require a full Python installation. The only dependences: math module, dxfColorMap.py and dxfReader.py from %BLENDER%/.blender/scripts/bpymodules/. 03/11/2008 19.25.42 253

Usage
Installation
Get the newest script version from downloads section. To avoid conflicts you have to delete/remove the existing import_dxf.py script from Blender script repository folder. Extract the script from zip archive into standard Blender script directory %blender%\.blender\scripts\. It is not necessary to rename the new version to import_dxf.py Restart Blender. Optionally, to register new scripts you have to click the 'Update Menus' entry in the script window menu. More details about handling with python scripts in Blender can be find at www.alienhelpdesk.com or BlenderWiki

Preprocessing
Normally, the DXF data do not need extra manual preparing. The importer script can perfectly handle complex DXF−objects like BLOCKs, POLYLINEs and POLYMESHes, so there is no need to "explode" objects before importing. Only 3DSOLID needs conversion to mesh representation, mainly because there is no free access to ACIS data in DXF files. ACIS is a 3D technology developed by SPATIAL. The script will import any DXF version from R12 to 2007 and probably future versions, since DXF format is incremental, but until now R12 has been tested more thoroughly and has better compatibility. If you have a DXF file that fails to import, you can usually manage to reduce/simplify it, until it imports, with the techniques described below.

SPLINE support for SPLINE MLINE (plan v1.14) support for MLINE ) MTEXT (plan v1.14) support for MTEXT )

BLOCK activates support for BLOCKs, INSERTs, MINSERTs. They will be imported as groups into layer 19 and then referenced at each insert point as empties with dupliGroups. (v1.14 plan) pop−up−menu with options: as realGroups or exploded into flat non−hierarchical structure. BLOCK−n supports no−name BLOCKs (hatching objects named: *X...). BLOCK−F (plan v1.14) activates filtering of BLOCKs with lists of accepted_names and unwanted_names. BLOCK−XREF sets empty object as place holder for external XREF−BLOCK.

views stores VIEW and VPORT definitions as Blender cameras. It works for both kinds of VIEWs: perspective and orthogonal. Camera's clipping need manual adjustment. (wip v1.13) cams (plan v1.14) support for DXFr12 ASHADE−camera definition lights support for AVE−RENDER−lights: DIRECT, OVERHEAD and SH_SPOT. Still in early stage: supports now only location and color. The lights need manual adjustment for direction and intensity. (plan v1.14)

material DXF−Property activates support for material management. It is recommended to use DXF−object properties (COLOR, LAYER) for coding Blender materials. (plan v1.14) Configuration file(.ini) will be able to store various material setups. (plan v1.14) planed support for AVE−RENDER−material definitions.

glob.Scale activates global scaling of entire DXF scene for better adaptation to Blender's scene limits. There are many presets to choose with x , e.g., an architectural drawing in [mm] can be scaled into [m] with a x 0.001 scale factor. For the most architectural projects the most optimal solution is 1 Blender unit = 1 meter. The options "yard/feet/inch to meter" help to transfer projects from imperial units system. user def. preset calls Popup−Box to type any individual scale factor.

Note: Blender's workspace is limited to maximal +/−1.000.000 units in all x−y−z directions. The default limit is set to +/−1.000 due to optimal screen performance by Blender. You can set higher limits up to +/−1.000.000 with 3D−Window−>View−>View Properties after set Spacing parameter to max = 100. Then don't forget to increase Clip Start and Clip End for the optimal view range. A few CAD−systems use even bigger coordinate spaces. The only way to make big dimensioned models 03/11/2008 19.25.42 257

Auto Image Layout editable in Blender is downscaling and relocating those to suit Blender limitations.

Lay helps to sort objects in Blender. All objects from each LAYER will belong to the same Blender group. vGroups creates Vertex Groups in generated Blender meshes for easier post−processing. E.g. faces in 2d−POLYLINE are sorted in groups: right/left/top/bottom. oneMesh groups DXF entities into one mesh object (respectively their type and their layer/block assignment). It is highly recommended for importing bigger files, because the reduced amount of created objects helps Blender to be more efficient with imported work. This results in huge performance increases.

elevation < 0.0 > (wip v1.13) you can set Z−coordinate for all imported objects. There are controllers for geometry properties of objects: • distance • thickness • width each with a F − limiter−switch and a threshold value (in Blender units).

03/11/2008 19.25.42

259

Auto Image Layout

DXF−Analyze−Tool

property property − −

− − F < min. > F < min. > − −

− the original property value will be imported, regardless of the minimal limiter − the property value will be changed to the limiter value only if smaller. − regardless of property value, the limiter value will be drawn. "thin boxes / sticks". − the property will not be supported

Note: "width" und "thickness" are also used as parameter for "thin box"−representation of POLYLINEs, LINEs, ARCs, CIRCLEs, ELLYPSEs and POINTs.

Optimization
A typical dxf drawing, like for example an architecture plan, is usually made with a very different purpose than for importing in a 3D application. So it will probably contain hundreds, if not thousands, of objects like texts, hatch patterns, symbols, annotations, dimensions, references, indications, sheet borders, titles, etc... that won't be of any use in blender, and that will make the importer take very long times to import and possibly fail to import. It will also make your blend file very heavy to manipulate. 03/11/2008 19.25.42 260

Batch−mode
The batch−mode is not implemented, but you can import multiple DXF−files at once: in DXF−file input mask type *.dxf and all DXF files from selected directory will be imported. (into separate scenes or optionally into active scene).

Notes
• During the import process the UI is blocked. To stop or cancel the import, flip over to the console−window and hit ctrl−c . • DXF−Blocks are created on layer 19 as Blender groups, then referenced at each insert point as dupli−groups. • To improve performance on large DXF files, use the <oneMesh>−button in config menu. • It is recommend that you run 'RemoveDoubles' on each imported mesh after using this script. Especially wide POLYLINEs produced in non−trim mode have many DoubleVertex. • DXF drawings can contain entities in extra layout area named "paper space". This area is now supported (UI option "paper space" in version 1.0.11). • Blender objects names are limited to max.21 characters. The longer names from DXF file (max.256 characters) are converted into a short form (3+14+4): prefix"obj_type" + "obj_name" + suffix".001"

Known issues
• Big DXF−files (over 1500 objects) decrease import performance. The problem is not the inefficiency of python−scripting but Blenders performance in creating new objects in his database − probably a database management problem. 03/11/2008 19.25.42 261

Auto Image Layout

Compatibility

• No way to in−place editing of DXF−Blocks, because represented as DupliGroups. (in−place editor is planed for v1.15)
Work around to edit BLOCK objects after import: − find out the name of the Blender group representing the BLOCK − turn on layer 19 − select the group in 3d window directly or make it in outliner window. Sometimes difficult, because all groups are positioned at the same point [0,0,0]. − separate the group into another layer (with M−Key). − make modification, all instances of the group (DupliGroups) will be automatic updated. − the group does not have to be transfered back to layer 19.

• Bug(v1.0.11−2007.11.24) POINT and ELLIPSE modules produce sometimes error in "oneMesh" mode. • Property COLOR "0" (= COLOR "BYBLOCK") is not supported, because there is no similar functionality in Blender, no way to control color/material of content in DupliGroups individually.

Features
Face Handling
• Sub−Face relationships are preserved. Sub−Faces that are parented to an N−Gon face are not supported. • NGons are triangulated on import. • Faces with a single vertex are imported as loose points. • Faces with just two vertices are imported as wire edges. • Wireframe and Open Wireframe faces are imported as loops of wire edges.

Hierarchy & Node Support
• Supported Nodes include: ♦ Group ♦ Object ♦ Face ♦ SubFace ♦ LOD ♦ DOF ♦ XRef ♦ Inline Light Point • FLT nodes are represented by Blender objects with ID props attached. • Nodes which have faces for children are represented by a mesh. • On initial import only the LOD with the highest detail is displayed. • External references to whole files are imported in separate scenes and instanced using empties with the dupli−group option set. • Inline light points are represented by a mesh with loose vertices. • Matrix transforms. • Header Node attributes such as projection type are stored as ID properties of scene blocks.

Known issues
• Material and shaders are ignored. Future support for material and shader palettes is planned. • For triangulated faces, normals must be recomputed outward manually by typing Ctrl N in edit mode. • Alpha attribute of faces is not set correctly on import. (This does not affect export) • The importer currently uses remove doubles to unify the mesh after import. If you have two sibling faces that are oppositely oriented one of them will be removed. To prevent this, make sure that your original file has oppositely oriented faces not share a parent. 03/11/2008 19.25.42 278

Known issues
Does not convert perfectly between Object Coordinate System (OCS) and World Coordinate System (WCS). Only rudimentary support for true polylines have been implimented − splines/fitted curves/ 3d plines/polymeshes are not supported. No support for most 3d entities. Doesn't support the new style object visability. There are problems importing some curves/arcs/circles.

Notes
This is primarally a 2d drawing release. Currently only support for 3d faces has been added. Blocks are created on layer 19 then referenced at each insert point. The insert point is designated with a small 3d 03/11/2008 19.25.42 291

Local Mirror: lego_import_export_001.zip (2004.04.18) − There are LEGO importer and exporter in this zip file Additional information: None

Usage
Instructions
1. copy *.py and lego.cfg to the Blender script directory 2. download Complete LDraw.org Parts Library from http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=2 and decompress it with directory using winzip The car.dat and pyramid.dat is coming with http://www.ldraw.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=60 3. edit lego.cfg according to your installation in step 2 4. update your blender scripts menu. The script can be found under Export and Import

Known Issues
1. choice of simular colors. btw:The color is taken from http://isodomos.com/VPH/ColorLego 2. type 1 during reading data file see "asm in blender.jpg" and "asm in cad.jpg"

Additional Information

03/11/2008 19.25.42

304

Auto Image Layout

To−Do list

To−Do list
1. assign color to face. a mesh can have 16 materials more than 16 colors? 2. type 0, 5 when read data file 3. speed up. The re−index on vertices and faces needs and costs too much time. Maybe skip it and let the I prefer to a python interface to "remove doubles" 4. GUI at most, what if a Lego part has

Description
This script is used to mirror vertex locations and weights. It is useful if you have a model that was made symmetrical but has verts that have moved from their mirrored locations slightly, causing Blender's X−Mirror options not to work. Weights can be mirrored too, this is usefull if you want to model 1 side of a mesh, copy the mesh and flip it. You can then use this script to mirror to the copy, even creating new flipped vertex groups, renaming group name left to right or .L to .R Vertex positions are mirrored by doing a locational lookup, finding matching verts on both sides of a mesh and moving to the left/right or mid location. The vertex weights work differently, they are mirrored by location also, but they mirror in pairs, rather it works by finding the closest vertex on the flip side and using its weight. When a location mirror is finished, verts that have not been mirrored will remain selected. A good way to check both sides are mirrord is to select the mirrored parts, run this script with default options and then see of there are any selected verts. For details on each option read the tooltips.

Removed polygons from a mesh while maintaining the shape, textures and weights. Menu Author Link(s) Group: Mesh Campbell Barton Included in Belnder

Executable: mesh_poly_reduce.py Data:

Modules: External Dependencies: None

Additional information: * Included in Blender 2.42a − 2.46.

Introduction

Poly Reducer
Mode: Edit Mode (Mesh) Menu: Mesh Scripts Poly Reducer

Description
This tool can be used instead of blenders decimator modifier as a way to remove polygons from a mesh while keeping the original shape as much as possible. Reasons you may want to use a polygon reducer are: • To make 3D Scanned data useable when rendering and editing. • Generate Level Of Detail models (LOD's), for games or simulation models. • To speed up render times.

Options
Poly Reduce is accessed from editmode and will operate on the entire mesh. On activation a popup will be appear with the following options. Poly Reduce Scale the meshes poly count by this value. Boundary Weight Weight boundary verts by this scale. Zero disables boundary weighting. A boundary vert is a vert that is not completely surrounded by faces. Some meshes have no boundary 03/11/2008 19.25.42 328

Poly Reducer verts. eg. a cube has no boundary verts where a plane has all boundary verts. Area Weight Collapse edges affecting lower area faces first. Zero disables area weighting. Triangulate Convert quads to tris before reduction, for more choices of edges to collapse. The advantage of triangulating is you have a larger set of edges to choose from when collapsing giving a higher quality result. UV Coords Interpolate UV Coords (if existing) Vert Colors Interpolate Vertex Colors (if existing) Vert Weights Interpolate Vertex Weights. (if existing)

Hints

Hints
Poly reducer has some advantages and disadvantages compared to Blenders decimator modifier, here are some pros and cons. Pros • Higher quality resulting mesh. • Can operate on any mesh, will not throw errors if the mesh has odd face/edge/vert topology. • Options to controle where polygons are removed. • Keeps materials assigned to faces. • Maintains UV Texture coordinates, Vertex colors, and Vertex Group Weights (used for bone weight painting) − This makes it very useful for game/realtime models. Cons • Fairly Slow • Uses a lot of memory

Examples

03/11/2008 19.25.42

329

Poly Reducer famous cow.

Hints

Human with UV textures and bone weights from http://www.x−trusion.com

Heavily reduced workman http://www.x−trusion.com

03/11/2008 19.25.42

330

Poly Reducer

Hints

Example of an 80% Reduction using a weight map for influencing the result− Original, Weight Map, Result of or an

Usage
• In mesh Edit mode select the vertices of the loops (closed paths / curves of vertices: circles, for example) that should be skinned, then run this script. A pop−up will provide further options, if the results of a method are not adequate try one of the others.

03/11/2008 19.25.42

347

Poly Reducer

disp_paint

disp_paint
About
Name Dispaint Version License Blender 09−07−04 GPL: GNU General Public License 2.42a

Introduction
Description: calculates the sun position based on user input data from the script GUI. Usage: run via the GUI following the instructions as written there −or− change the default values specifically in this script and run it alt−p.

Usage
Instructions
000. Place the gui & script (sun_gui.py and sun.py) into your scripts directory 00. Open the GUI script in your script window or open it in your text window and hit ALT + P −−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−− 0. Scene is oriented by top view [num7], North is up (+y), East is right (+x), if this default is changed, then those used may not be the same. NOTE: IF THE DEFAULT VALUES ARE CHANGED THIS APPLICATION SAVES A FILE (*.dat) IN THE DIRECTORY YOU ARE WORKING 1.In Top view, create a new Empty at the desired sun rotation pivot position 2.Along X−axis of Empty create lamp for Sun, position it so far out as needed 3.Select the sun then Empty and parent [ctrl−P], 4.Change location, time, etc definitions as needed 5. {Run} runs the script, linking it to the empty if script links are enabled. {reset} resets default position, clears link

Additional information: * Included in Blender 2.42 − 2.46. This script is the result of merging the functionalities of two other scripts included in Blender 2.34 − 2.41: Martin Poirier's Apply_Def.py and Jean−Michel Soler's FixFromArmature.py.

Description
This copies weights from one mesh to another based on vertex locations. It can also be used to update a mesh thats alredy weighted, by selecting the verts on the target mesh. Then using the "Copy To Selected" option.

Usage
−By Menu− • Put this file in ~/.blender/scripts/ • Select two objects, then choose "MegaBool" from the scripts menu. −By Running the script− • Load this file into blender's internal text editor • Select two objects, then press Alt+P in the test editor OPERATIONS: On execution of the script, there are four operations: • Intersect − Intersection of the two meshes (logical AND) • Union − Union of the two meshes (logical OR) • Difference − First selected mesh − Last selected mesh • Cookie Cutter − First mesh's faces are subdivided where they intersect with the second mesh After the script executes, all "inside" vertices are selected

Notes
Like any boolean algorithm, normals on the source meshes must be all facing outside. To fix normals, select a mesh, enter edit mode, select all verticies, and press Ctrl+N. Also, all intersections must create closed loops. (Basically the meshes should be closed.) If you find a set of meshes that do not work send me the .blend file and an explaination of the problem. Subsurf and Edge Split should be turned off before using this script. (Actually any modifiers are best disabled.)

History
Date: 16−Aug−2004 17−Aug−2004 Updates: Initial Revision − working(?) & ready to go Fixed some bugs based on incorrect assumptions. that means even more computation. Also made more use of the traversalCookies to speed up a some sections 24−Aug−2004 26−Aug−2004 18−Sep−2004 Smart filling & other stuff... Much cleanup, nothing new / fancy Re−did filling. (per discussion with toloban) Also, 2nd object can now be a set of edge loops. And other minor refinements. 24−Sep−2004 26−Sep−2004 Fixed a wrong assumption about vertex ordering Got rid of special filling stuff that made face selection work better because with the new edit modes, it isn't necissary. 27−Oct−2004 Made some headway with the coplanar problem, but there is still a colinear problem, and sometimes

03/11/2008 19.25.42

410

Bone Weight Copy
an issue if a point lies in another objects plane 01−Nov−2004 10−Dec−2004 08−Apr−2005 Fixed edge crossing tests in joinconcentric Rewrite of almost everything Rewrite of alot − completely changed how inside vs outside determination works 24−Apr−2005 Rewrite filling (handles complicated cases faster) fixed dumb mistakes in intersecting edges, fixed transform of vertex normals. 25−Apr−2005 Fixed compatability issues with released versions of Blender for Vector() constructor. 02−May−2005 Fixed some issues with certain angles in building loops. Better detection of intersecting edges. Filling avoids making faces with an area of zero. Debugging data doesn't display by default, so it runs faster. Creates a new mesh instead of writting over an old one. 14−Apr−2007 Updated with fixes from Henrik Pitkala, Hoehrer, and intrr. This fixes some version compatability issues. It makes the order and selection the same as Blender's internal bools. Also, the default recusion depth is increased − you can increase it further by updating the max_recusion variable. Lastly, I added progress bar support 21−Apr−2007 02−Jun−2007 Faces now keep material and UVs. Rewrote intersection system again. New approach splits things into tris first, avoiding nonplanar quad problems, and laying the ground work for f/n−gon support.

• System Menu Toolkit Blender 2.48 • All Scripts included are licensed under the GPL General Public License, Creative Commons, Public Domain, Orphaned or Donated. Please see individual Scripts for individual license. Thanks go to the Authors of these scripts. • Mariano Hidalgo a.k.a. uselessdreamer • FourMadMen.com (FourMadMen) • Eckhard M. Jager (El Barto) http://www.area42.de some scripts have been modified to include: Authors Details. BPY Doc Text. GPL License Block. Making Them Work. To install these scripts in Blender. Copy the contents of the folder _py_system_toolkit_248 to your default scripts location. on windows this is Blender//.blender/scripts. more information on these scripts can be found here: http://wiki.blender.org/index.php/Scripts/Catalog#System any questions about this toolkit may be directed to: (meta−androcto) http://blenderartists.org/forum/showthread.php?t=122492 enjoy. Download: System Menu Toolkit : System Scripts − (2008.05.25) − script+binaries as archive file ".rar"

Introduction
This script exports the UV face layout of the selected mesh object to a TGA image file. Then you can, for example, paint details in this image using an external 2d paint program of your choice and bring it back to be used as a texture for the mesh.

Usage
Instructions
Select the script from either the UV/Image Editor window UVs menu, or the Scripts window Scripts UV menu. A pop−up block will appear with options for you to set. Click 'OK' to choose a name for your file (note: the .tga file extension is always added, so make sure it is not present) and save the image.

Configuration
The script's options can be set when the script is run. It also stores its configuration in the registry. However, do not alter the options using the Scripts Config Editor script; the full range of values is not supported (the 'size' option will always be clamped to 64).

Size of the wire of the faces (the thickness, in pixels, of the UV edges). Minimum: 1, Maximum: 5 Wrap TOGGLE ON

Wrap to image size, scale otherwise. Determines the display of UV edges that lie outside the UV bounds. All Faces TOGGLE ON

Export all or only selected faces. Ob TOGGLE ON

Use object name in filename. If this is set, the object's name will be inserted between the chosen filename and the file extension (filenameobjectname.tga) Edit* TOGGLE OFF

Edit resulting file in an external program. Editor* STRING unset

Path to external editor. If it is left blank, and the Edit option is set, it will prompt you to select a program via the file browser. * Options are only available if a full python install exists.

Notes
• The script always adds ".tga" to the end of the filename, even if it is already there. Make sure it is not there, or you will get a file ending in .tga.tga . • The Editor options only work (indeed, they are only displayed) if you have a full python install. • Regarding the Editor, the script seems to only open the editor for you, it does not load the file. • It only exports the UVs from the active object; it does not work with multiple objects.

Known Issues
• The script always adds ".tga" to the end of the filename, even if it is already there. This can get annoying, especially if you select a .tga file in the file browser that you want the script to replace. • The script does not warn you if a file with the given filename already exists.

See renamed version for 2.43 and up: Image_Auto_Layout This script makes a new image from the used areas of all the images mapped to the selected mesh objects. Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout.

Introduction
This script is a fast way to map uv coordinates using the active face as a bases for mapping all adjacent quads, in can be used for unwrapping a pipe, or mapping a road.

Usage
Examples

Tube unwrapped with one seam

Subdivided Cube with 1 seam 03/11/2008 19.25.42 486

Bone Weight Copy

Instructions

Road as a quad strip, using Loop Average mode to remove texture distortion

Instructions
Pick the quad that you want the other faces to follow and map it in the UV/Image window. Select connected faces to map from the active, their existing mapping will be overwritten. Activate the script from the UV Calculation menu. • Non square mapping will give interesting but less useful results. • If there are any loops in the quads, you may want to add seams get predictable results. • only selected faces connected to the active face will be mapped.

Options
There are 2 options for this tool...

Loop Average UV coordinates are distributed in an even grid, with proportions matching the average proportions of the faces. (average per face loop)

No Area Each quad is mapped directly from the active with no influence from the shape of the face, only the topology of the mesh matters in this case.

Introduction
This script is a fast way to map the uv coordinates using the mouse to interactivly set the mapping origin, width and height.

Usage
Instructions

The 3 clicks to map from a face To use this script, activate it from the UV Calculation menu You'll need to do 3 mouse clicks ( LMB ) to execute the mapping, at any time use RMB See the progress bar for tips on what to do and to let you know which click your up to. 1. Click ( LMB ) on the face corner you want to align you mapping on. Now move the mouse around, see the vertical size of the texture follow the mouse, if you move the cursor closer to the other edge of the face, the texture will align to that edge instead. 03/11/2008 19.25.42 489 to cancel.

Bone Weight Copy

Click project from face

2. Click ( LMB ) to confirm the vertical scale. Move the mouse as before to set the horizontal co−ords. 3. Click ( LMB ) to confirm the horizontal coords, you are now finished mapping.

Usage
Written for the peach project, a tool to assist creating detailed tree's and bushes.

Examples
TODO

Video Tutorial
Watch Video Tutorial

Tutorial
Getting Started Start by creating the basic curve shape for your tree, steps for suggest setting are. • In the 3D View. Add, Curve, Bezier Curve • Set the bevel depth to 0.1 in the Editing buttons. (Notice your curve is now solid) • Enable the 3D option in the buttons, (we want a 3D tree) • Disable "Back" and "Front" toggles. • In the 3D view's transform panel, select the 2 points and press the "Auto" button. for an auto−aligned curve.

03/11/2008 19.25.42

502

Bone Weight Copy

Tutorial

Your blend file should look like this

Basic Shape Now you'll need to make the basic shape for the tree by extruding and copying this curve

• Click−Drag the points to make the curve vertical, this will be your tree trunk. • Select the lower point on the curve and adjust the radius (Alt+S) • Extrude the top point and adjust the radius to make the member of the tree. 03/11/2008 19.25.42 503

Bone Weight Copy • Scale the curve to make it around 10 units tall (this is affects the re−meshing detail)

Tutorial

Branches

• Duplicate some of the points on the trunk and extrude them to make branches • Select the branches and lower the radius (Alt+S) • You may also want to taper the radius from one end of the branch to another. The Curve Specials menu (WKey) now has a Smooth Radius option that blends the radius between selected points. Spend some time to place the branches, until you have something that looks like a tree.

Create ANT Landscape • This Script Creates Landscapes. • There are many variables that can be set. • The landscapes can be tiled. • Combinations of settings can be used. • The script is not limited to landscapes. • Tech Walls, Pyramids & more can be acheived. • In fact this script has nearly unlimited variables. • Experimenting is the key. • The mesh is made at a high resoloution. • Often I use the Poly Reducer script to reduce mesh size. • Let's have a look at the Interface.

Interface/Menu Overview 3.1 • Effect Menu • No Effect do not add special effect to mesh. • There are 25 Special Effects that can be added to your mesh. • Of great interest is the Image effect. • Load an image to displace the mesh. • The other effects are equally wonderful. • When you add an Effect. • An option appears to use the Effect only. • Or the Effect will be mixed with other menu settings. • This gives great scope for combination, custom landscapes. 03/11/2008 19.25.42 508

Bone Weight Copy • Each Effect, has it's own menu & settings. • I will only document 1 Effect for practicality purposes.

Create Clouds • This Script Creates Billboard Clouds. • There are many variables that can be set. • The Clouds render in a reasonable time. • Tweaking the settings. • Excellent results can be made. • Works well for animation also. • Experimenting is the key. • Let's have a look at the Interface.

Create World Forge • This Script Creates Displaced Mesh Planets. • There are many variables that can be set. • The Planets are made in several sections. • The sections can be used for exploding the planet. • Many styles of planets can be made. • this script is good also for games model creation. • Experimenting is the key. • Let's have a look at the Interface.

Create City Block • This Script Creates blocks of "Buildings". • There are many variables that can be set. • The Buildings are joined as 1 mesh. • Low poly & quick to make. • With the right uv mapping/texturing. • this script is good also for games model creation. • Experimenting is the key. • Let's have a look at the Interface.

Create City Scape • This Script Creates Arrays "Buildings". • There are many variables that can be set. • The Buildings are Separate mesh. • Low poly & quick to make. • Using the Random function. • Is where this script really shines. • Experimenting is the key. • Let's have a look at the Interface. •. •.

Create Trees • This Script Creates Trees. • There are many variables that can be set. • The script can be quite slow to generate the trees. • Tweaking the settings. • Excellent results can be made. • Experimenting is the key. • Let's have a look at the Interface. •. •.

from Andy Houston • Geodesic spheres based on icosahedrons, octahedrons and tetrahedrons. • No domes yet. • Triangular, hexagonal and hex/tri combo face options. • A function that turns the current shape into its geometric dual (sort of). • Grid, Cylinder, Parabola, Torus and Ball primitives. • NEW Hubs and Struts. Fill out those edges and vertices with your custom, decorative meshes. • NEW Superformula deforming. Create rounded triangles, wobbly shapes etc. • Tabbed GUI for (hopefully) ease of use. from Meta−Androcto • This Script can be used to create Geodesic Objects, not limited to Domes or Spheres, • it can create several object types & even apply geodesic formula to your own mesh. • A very useful script. A modified Version is now available above. • A full list of changes I have made is in geodesic_2.0_mod.py in the new download. 03/11/2008 19.25.42 525

Bone Weight Copy

Instructions ( Quick )

Instructions ( Quick )
• Instructions are shown when you start the script, here's a copy: • Start with the Main tab. Choose a shape to work on. • The Formula tab has sliders that can warp & twist the object. (optional) • The Faces page creates a new mesh based on the main one, with the faces • altered according to the menu options. ie: Spikes, Holes, pillow & more. • On the Struts page, import a small Blender Mesh. It will be recreated along • each edge of the mesh, suitably scaled & stretched. • If both meshes have a lot of vertices, you may experience problems. (save your work before using this option.) • The Hubs page is similar, but the imported mesh is recreated at the • vertices of the main mesh. • Experiment & Have Fun.

Additional information: Also in shell_blendv90f.blend • Be Warned script returns errors in 2.45, may make computer 'beep', still works though.

Introduction

Shell Factory Script • This script creates Shells of various shapes & styles. • The shells made can be very realistic. • There are a wide variety of other shapes, • That can be made by tweaking the settings. • Mostly based on Curved & Spiraled objects. • With settings for extrusions/details. • This script is very Powerful & Complex.

Bone Weight Copy Interface/Menu Overview 4 • Nodules Menu • P Position of nodule. • W2 Width of nodule in 0−direction. • L Height of nodule at o−0. • P2 Position of second nodule. • W22 Width of second nodule in 0−direction. • L2 Height of second nodule at o−0. • P3 Position of third nodule. • W23 Width of third nodule in 0−direction. • L3 Height of third nodule at o−0. • W1 Width of nodule in S−direction. • N Number of nodules per whorl. • W12 Width of second nodule in S−direction. • N2 Number of second nodules per whorl. • Off2 Offset of second nodule. • W13 Width of third nodule in S−direction. • N3 Number of third nodules per whorl. • Off3 Offset of third nodule. • Scale Scale. • R ReSet.

• Eng/Fra Choose English or French language. • Save Original Save the original mesh before modifying. • This can be useful for onion skinning, • but may cause crashes in some cases. • Undo/Redo Built in undo system. • XY Thickness Set thickness from the face border. • R1 Random xy thickness between 0.0 & XY value. • R2 Random vert. position between original position & center of face. • Options to extrude along Up Axis Extrude along Up or Z Axis. • Unset Intern Face Add (or not) an internal face. • Select Faces Works only on Selected Faces! • Digger dig a furrow while following the whole of the edges of the object • Set Total Fragmentation or by selected Faces Equal to split on all the mesh. • Iteration Loop upon number. • Exit Exit the Script. • Make it Run the Script. • Enveloppe Wrap the edges of a continuous veil. • Chanfrien Calculation of the chamfer on the whole of the edges of the object. (Bevel) • Horiz Display the script menu horizontal or vertical. • Record Save & Load your tessellate Settings. • Matrix Display Extrusion Matrix Options.

notes
• Make Human 1.80b is an old "Nostalgic" script. • It can still make some good, versatile Humans & Humaniods. • The wiki writer will try to keep the script functional for future versions of Blender, where possible. • The current version of Make Human is 0.91, the new program is far more powerful, flexable & functional.

Make Human 0.91
• Make Human is Available as Standalone Program also. • (exports .obj & collada 1.4 file formats, compatible with Blender) • Thanks must go to the Make Human Team for their dedicated work. • MakeHuman is completely free, innovative and professional software for the modeling of 3−Dimensional characters. The features that make this software unique are the new Tetra−parametric GUI components and the Natural Pose System, for advanced muscular simulation. Using MakeHuman a photo realistic character can be modeled in less than 2 minutes; MakeHuman is released under an Open Source License, and is available for Windows, Mac OS X and Linux. link = http://www.dedalo−3d.com/index.php

Executable: application.py/Included in lsystem.blend Data: Additional information: * Best run in lsystem.blend file.

External Documentation
• There are very comprehensive docs in French here: http://jmsoler.free.fr/util/blenderfile/images/lsystem/lsystem.htm • English: http://marief.soler.free.fr/Monsite/lsystem_en_css.htm

Links Wiki: Orphaned version in rar−archive on blenderWiki − lsys−buildings.rar (2008.04.28) − script+binaries as archive file ".rar" Executable: application.py/Included in lsystem.blend Data: Additional information: * Best run in lsystem.blend file. this script has no interface. changes must be made by manually editing the text. Modules: External Dependencies: In .blend

Create Auto Masonary • This Script Creates Castle walls. • There are many variables that can be set. • The Wall can be set to follow a Curve object or path. • Combinations of settings can be used. • Castle Walls, Towers & more can be achieved. • this script is good also for games model creation. • Experimenting is the key. • Let's have a look at the Interface.